Alicante, España
This article presents the design and implementation of Kahbom, a low-cost, game-based device intended to foster active and motivated learning. The study follows a descriptive qualitative design with 53 upper-secondary students (16–17 years old) from a public school in Spain. The device combines physical levers, light and sound feedback, and time-limited semantic challenges in which small groups must identify an impostor word to “defuse the bomb.” Data were collected through an open-ended questionnaire and analysed using ATLAS.ti. Five main categories emerged from students’ perceptions: positive acceptance, motivation, exploration, interest, and innovation. Results show high levels of enjoyment, cooperative engagement, and curiosity, as well as sustained attention during the activity. The discussion highlights the potential of hybrid ludic-technological resources for formative assessment, inclusive practice, and interdisciplinary learning, and outlines future lines of research to examine long-term motivational and learning effects.
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