[eng] Society has shifted towards a constant use of technology, and education should
follow suit. A great option to do so is by implementing gamification in the
classroom, as the impact on motivation and engagement when properly adopted
has proven positive. Audience Response Systems (ARSs) allow for an interactive
gamification environment which provides immediate feedback. In recent years,
Kahoot! has risen as one of the most relevant ARSs for its ease of use and
possibilities. This work exposes how by combining different question types and
including various elements in the questions it is possible to utilise this tool in the
English classroom to teach and assess the different skills and competences of
the curriculum in a fun, engaging way that will improve students’ motivation,
engagement and performance.