Gamification as an Educational Tool

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Abstract

This research includes a study on the use of gamification in higher education with accounting students as well as its influence and the influence of other factors on the learning outcomes of this subject. The study is performed in courses on business management, business and law, economics, and tourism. The student’s mobile phone and the application of Kahoot! with its corresponding questionnaire are used to assess the accounting contents. The results disclose gender differences by degree and a positive influence on learning outcomes when Kahoot! was played.