Gamification: Kahoot As Online Evaluative Tool in Teaching-Learning Process
Abstract
New technologies allow the development of skills acquired in most cases in informal learning, it is a challenge to rescue these invisible learnings such as those obtained by using video games, as well as other tools that continue to be the focus of research worldwide. The objective of this study is to investigate the use of Kahoot as an evaluation system and a game-based learning tool, to improve motivation in the teaching-learning process. For this purpose, a bibliographic review was carried out, in addition to the deductive inductive method, collecting information from different databases regarding the use of "gamification" and its use as an educational method. The result was that new technologies pose both a challenge and an opportunity to reinvent and make processes in the education system more effective.