Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects
Fecha
2021-03-09
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MDPI
Resumen
The new framework for learning requires the use of new technologies, such as m-learning
or game-based learning programs. Gamification using this type of applications has been implemented
in higher education contexts, enhancing students’ satisfaction, motivation, and class attendance. The
present study refers to the introduction of new technologies and gamification through the use of
the application Kahoot!, with the main objective being to analyze the relationship between the use
of this gamification tool and the students’ learning results, which are measured by their academic
marks. The results show a positive relationship between students’ results on the Kahoot! tests and
the student’s final mark. Additionally, we demonstrate that students’ academic results improve when
Kahoot! is used as an evaluation tool, taking into account improved student efficiency and a lower
amount of failed grades.
Descripción
Palabras clave
gammification, Kahoot!, Higher education, Academic Performance, Business Management
Citación
Martínez-Jiménez, R.; Pedrosa-Ortega, C.; Licerán-Gutiérrez, A.; Ruiz-Jiménez, M.C.; García-Martí, E. Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects. Sustainability 2021, 13, 2969. https://doi.org/ 10.3390/su13052969