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https://doi.org/10.1007/s10639-023-11612-z


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Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.author | Ortiz-Martínez, Esther | - |
dc.contributor.author | Santos Jaén, José Manuel | - |
dc.contributor.author | Marín-Hernández, Salvador | - |
dc.date.accessioned | 2023-11-09T09:33:53Z | - |
dc.date.available | 2023-11-09T09:33:53Z | - |
dc.date.issued | 2023-03-14 | - |
dc.identifier.citation | Education and Information Technologies (2023) 28:12671–12686 | es |
dc.identifier.issn | 1573-7608 | - |
dc.identifier.issn | 1360-2357 | - |
dc.identifier.uri | http://hdl.handle.net/10201/135511 | - |
dc.description | © 2023. The authors. This document is made available under the CC-BY 4.0 license http://creativecommons.org/licenses/by /4.0/ This document is the Accepted version of a Published Work that appeared in final form in Education and Information Technologies. To access the final edited and published work see https://doi.org/10.1007/s10639-023-11612-z | es |
dc.description.abstract | New technologies have led to digital educational tools to improve learning. GameBased Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database. Finally, we have analyzed a database consisting of 392 marks of higher students from the first semester of the 2018/2019 academic year. We have calculated a correlation matrix, tested a hypothesis for differences in mean paired samples, and proposed three regression models to obtain that there is a positive influence of the games on the official marks. Therefore, Kahoot! is a didactic tool that improves students’ learning and is reflected in their official marks. | es |
dc.format | application/pdf | es |
dc.format.extent | 16 | es |
dc.language | eng | es |
dc.publisher | Springer | es |
dc.relation | Sin financiación externa a la Universidad | es |
dc.rights | info:eu-repo/semantics/openAccess | es |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.subject | Gamification | es |
dc.subject | Higher education | es |
dc.subject | Financial Accounting | es |
dc.subject | Kahoot! | es |
dc.title | Kahoot! and its effect on financial accounting marks at the university | es |
dc.type | info:eu-repo/semantics/article | es |
dc.identifier.doi | https://doi.org/10.1007/s10639-023-11612-z | - |
dc.contributor.department | Economía Financiera y Contabilidad | - |
Aparece en las colecciones: | Artículos |
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Fichero | Descripción | Tamaño | Formato | |
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Kahoot! and its effect Springer.pdf | 947,25 kB | Adobe PDF | ![]() Visualizar/Abrir |
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