ABSTRACT

This chapter addresses the importance that game-basedstudent response systems are acquiring in the teaching-learning process and analyzes its main characteristics, examining some of the tools that seem to arouse more interest in the education sector: Kahoot, Quizizz, Plickers, and Socrative. It shows that an educational trend is developing based on the use of the multiple-choice questions virtual tools that helps build a gamified learning environment. The main advantages of using Socrative in the classroom are the following: availability of different question options; possibility for students to complete the questionnaires in one go or independently; capability to import questions from a spreadsheet; and possibility to include feedback after each question. The use of gamification tools in the classroom is such a recent phenomenon that more research is needed, because although most of the empirical studies confirm the positive effects on students learning outcomes.