Game-based learning: The use of Kahoot in teacher education

Abstract
Recently, technologies have been increasingly used in the educational context, not only because they facilitate communication and access to information, but also because of their motivational potential. Game-based learning through digital tools such as Kahoot! combines game dynamics with the potential of monitoring student learning. In this sense, this article reports a study carried out in a teacher program, in order to analyze future teachers and teacher educators' perspectives on the use of the game-based learning platform Kahoot!. The participants point out students' greater involvement and participation and the promotion of learning as main advantages of this digital tool.