Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects

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 stu...

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Veröffentlicht in:Sustainability 2021-03, Vol.13 (5), p.2969
Hauptverfasser: Martínez-Jiménez, Rocío, Pedrosa-Ortega, Cristina, Licerán-Gutiérrez, Ana, Ruiz-Jiménez, M. Carmen, García-Martí, Elia
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container_end_page
container_issue 5
container_start_page 2969
container_title Sustainability
container_volume 13
creator Martínez-Jiménez, Rocío
Pedrosa-Ortega, Cristina
Licerán-Gutiérrez, Ana
Ruiz-Jiménez, M. Carmen
García-Martí, Elia
description 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.
doi_str_mv 10.3390/su13052969
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source MDPI - Multidisciplinary Digital Publishing Institute; EZB-FREE-00999 freely available EZB journals
subjects Academic achievement
Business administration
Classroom response systems
Collaboration
Design
Education
Educational technology
Games
Gamification
Higher education
Interactive learning
Learning
Learning programs
Millennials
Motivation
New technology
Participation
Pedagogy
Students
Sustainability
Teaching
title Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects
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