Kahoot
A Potential Gamified Platform for Learning in Educational Contexts
DOI:
https://doi.org/10.57077/monumenta.v12i12.315Keywords:
Mathematics Education, Gamification, Online Platform, Quizzes, EducationAbstract
The objective of this poster is to present the characteristics of a gamified platform with potential for the learning process in educational contexts. For this purpose, the poster will present the features of Kahoot, an innovative online gamified platform that aims to make the learning process more dynamic and engaging, challenging potential students through quizzes and interactive activities (Fardo, 2013). The idea of the poster is to offer (future) teachers guidance on how to use this platform. For players, the experience is simple: they access Kahoot.it with a PIN and nickname, viewing the questions on the presenter’s main screen and the answer options on their own device. For creators, the platform offers flexibility through Kahoot.com, allowing the creation of quizzes with multiple choices, the addition of media, and time settings, generating a PIN for sharing. Essentially, Kahoot! integrates teaching and learning needs, offering a powerful tool for personalized educational content and engaging student participation. It is expected that with this poster, (future) teachers will become familiar with the characteristics of this platform, enabling them to use it with their students in teaching and learning contexts.