Kahoot is an interactive platform that has gained significant traction in university teaching, making lessons more dynamic and engaging. Designed to create quizzes, polls, and interactive games, Kahoot transforms learning into a playful experience that encourages active student participation, even in large classroom settings.
One of Kahoot’s main advantages is its ability to assess real-time comprehension of the topics covered during lectures. Students can respond to questions using their devices, and the results are displayed immediately, allowing instructors to identify potential difficulties and promptly clarify complex concepts. This approach enhances learning effectiveness by fostering immediate feedback and interaction between instructors and students.

Furthermore, Kahoot promotes healthy competition through its scoring and leaderboard systems, motivating students to improve and actively engage. This method makes even the study of complex or theoretical subjects more appealing, turning the learning process into an enjoyable and memorable experience.
In the university context, Kahoot can be used in various ways: to reinforce topics covered in class, review material before exams, introduce new subjects, or spark discussions. Its flexibility makes it particularly suitable for both in-person and remote teaching, where it helps maintain attention and student engagement.
In addition to its use by teachers, Kahoot can also be employed by students to create personalized quizzes and games, fostering collaborative learning and the development of transferable skills such as problem-solving and communication.
In conclusion, Kahoot is an innovative and versatile tool that integrates traditional teaching methods with a modern and interactive approach. Its use helps create an inclusive, stimulating learning environment that encourages active participation, enhancing the overall teaching and learning experience.
References:
Donkin, R., & Rasmussen, R. (2021). Student perception and the effectiveness of Kahoot!: a scoping review in histology, anatomy, and medical education. Anatomical Sciences Education, 14(5), 572-585.
Lavarone, M. L., Lo Presti, F., & Stangherlin, O. (2017). Didattiche partecipative e ruolo del feedback attraverso tecnologie gamebased. Form@ re, 17(1).
Özdemir, O. (2025). Kahoot! Game-based digital learning platform: A comprehensive meta-analysis. Journal of Computer Assisted Learning, 41(1), e13084.
Tinterri, A., Padova, D., Dicataldo, M., & Dipace, A. (2023). Cognitive Activation with Kahoot!-A tool to Enhance Participation and Metacognition for University Students. In HELMeTO 2023. 5th International Conference on Higher education Learning Methodologies and Technologies Online. Foggia, September 13th-15th, 2023. Book of Abstracts. In HELMeTO 2023-Book of Abstracts (pp. 168-170). Editore STUDIUM srl a socio unico.
Zhang, Q., & Yu, Z. (2021). A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies, 26(4), 4507-4535.