||The present study examines the use of Kahoot! as a gamification tool to explore mixed learning strategies. We analyze its use in two different groups of a theoretical subject of the third course of the Degree in Chemistry. An empirical-analytical methodology was used using Kahoot! in two different groups of students, with different frequencies. The academic results of these two group of students were compared between them and with those obtained in the previous course, in which Kahoot! was not employed, with the aim of measuring the evolution in the students´ knowledge. The results showed, in all cases, that the use of Kahoot! has led to a significant increase in the overall marks, and in the number of students who passed the subject. Moreover, some differences were also observed in students´ academic performance according to the group. Finally, it can be concluded that the use of a gamification tool (Kahoot!) in a university classroom had generally improved students´ learning and marks, and that this improvement is more prevalent in those students who have achieved a better Kahoot! performance.