Literature Review investigating the effect of using the game-based learning platform Kahoot! in the classroom.
• Focus on learning performance, classroom dynamics, students' and teachers' attuites and perceptions, and student anxiety.
• Includes 93 quantitative and or qualitative studies including experiments, crosssectional, mixed method, and case studies.
• Main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attuites, and anxiety.
• Main challenges include technical problems, see questions and answers, time stress, afraid of losing, and hard to catch up.