Abstract

Kahoot is an application designed for polling and learning assessment. It introduces gamification-based learning into the classroom. This article, of a bibliographical and descriptive nature, intends to present the Kahoot application as a means of stimulating and engaging students in the teaching-learning process. It analyzes some implications of learning with a mobile device, in addition to highlighting the advantages of using Kahoot in the classroom.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call