One of the main purposes in schooling is to broaden students' inspiration to initiate autonomous learning. The use of technologies in classrooms with which students are combined such as tablet or smartphone is one way to achieve this purpose. On the other hand it has been proven that the inclusion of scenarios supported by games and competition enhances students' active participation. Therefore the purpose of this work is to determine the influence of the Kahoot tool as a means that stimulates students' autonomous learning based on real experiences. As a methodology qualitative research was used by means of a case study which allows the production of an accurate description of the case and provides an idea of the attitude or behavior of an individual in addition it must involve the problem the context the topics and the lesson.
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