Gamification is a learning technique that transfers the mechanics of the games to the educational-professional environment in order to achieve better results: it facilitates the acquisition of knowledge, the improvement of skills… And Kahoot! is one of the most popular tools among teachers to do it in a simple way. To learn more about this application, which allows you to make question and answer games to test the knowledge of students, we have collected articles published on our website that explore what it is, detailing the step by step to create your own and showing real projects that have been used. Learn to use Kahoot! in the classroom.

Kahoot! In The Classroom

First steps to learning

The Kahoot! platform consists of two web pages: one called getKahoot! for the use of the teacher and another,, which is the one that students will use to enter each ‘game’ (they can also do it from their mobile devices). In this article we indicate the first steps to be taken to use it in the classroom, both from the point of view of the teacher and the students, as well as its possibilities in each case.

How to create a Kahoot! for use in class

In addition to using collections of questions and answers already created, this gamma tool provides the possibility of creating customized questionnaires in which the teacher can include the most appropriate questions for his group of students. To do so, just follow a few simple steps detailed here.

Promoting learning in the classroom

Among the benefits of its introduction in the classroom are all those of gamification, and some more. Thus, cooperative learning is encouraged and students take a more participatory attitude. In addition, they are a suitable tool to check previous knowledge, opinion or if a subject worked on in class has been understood, and feedback is obtained immediately, facilitating the analysis of results by the teacher.

Your educational benefits according to neuroscience

Iolanda Nieves de la Vega, postgraduate in neuroeducation and professor at the University of Navarra, analyzes in this article the benefits of this application for teachers and students from the point of view of neuroscience. Thus, it produces pleasure and satisfaction; it stimulates curiosity; it feeds the eagerness to overcome, challenge and self-confidence; it is an opportunity to express feelings; it favors the internalization of guidelines and norms of social behavior; and finally, it stimulates the development of physical, psychic, affective and social functions.

Kahoot! In The Classroom for use in Elementary and Secondary

Although each teacher can create their own ‘competitions’, adapted to the specific needs of each group and learning phase, there is also the possibility of using some of the thousands of questionnaires that have already been created and published on the web. In this selection we have collected 32 questionnaires for Primary, which are complemented with another ten Kahoot! for Secondary with topics as varied as mathematics or sex education.

Gamification with Kahoot! in adult education

The Paulo Freire Adult Education Center in Fuenlabrada introduced gamification as an active methodology in its curriculum for adults. They chose this application because of its simple configuration, its variety of topics and because it trains students digitally, among other reasons. Students discovered new ways to learn and teachers observed that they were empowered by these new techniques.