This article analyzes the role of new technologies in the education sector. Its aimis to investigate the use of mobile devices as a learning tool base don the game and if this increases the motivation, participation and learning out comes. We analyze Kahoot’s case. A double methodology isused: bibliographi creview and exploratory research with group interviews with teachers to know their perception, attitude and utility regarding the use of "gamification" and Kahoot in the classroom. In conclusion, we observe that, even with limitations, the combination of technology, play and learning is more effective than traditional methodologies.