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The effect of using Kahoot! for learning – A literature review

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.

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