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dc.contributor.authorOrtiz-Martínez, Esther-
dc.contributor.authorSantos Jaén, José Manuel-
dc.contributor.authorPalacios-Manzano, Mercedes-
dc.contributor.otherFacultades, Departamentos, Servicios y Escuelas::Departamentos de la UMU::Economía Financiera y Contabilidades
dc.date.accessioned2023-11-09T12:18:19Z-
dc.date.available2023-11-09T12:18:19Z-
dc.date.issued2021-11-18-
dc.identifier.citationThe International Journal of Management Education 20 (2022) 100584es
dc.identifier.issn1472-8117-
dc.identifier.issn2352-3565-
dc.identifier.urihttp://hdl.handle.net/10201/135521-
dc.description© 2021 The Authors. Published by Elsevier Ltd.. 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 The International Journal of Management Education. To access the final edited and published work see https://doi.org/10.1016/j.ijme.2021.100584es
dc.description.abstractThe purpose of this study is to examine Kahoot! in higher education, specifically in subjects of financial accounting, and explore if its use means higher marks. We analyze the marks of 232 students of Financial Accounting of the Business and Management Degree of the University of Murcia (Spain). The sample comprises two groups of students, depending on whether or not games are used in the classroom, and the marks of the continuous assessment exercises, the final exam, and the final mark in the subject are compared to check if there are differences between groups. This means that we finally analyze a database of 794 marks. The results indicate that students who played get better academic results than those who did not use Kahoot! The current pandemic situation has changed the way of teaching and at university, it is mainly virtual, which can make teaching and learning more tedious and less motivating. For this reason, the use of gamification can be easily implemented in order to avoid all these inconveniences and positively affect the students’ marks.es
dc.formatapplication/pdfes
dc.format.extent8es
dc.languageenges
dc.publisherElsevieres
dc.relationSin financiación externa a la Universidades
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectHigher educationes
dc.subjectLearning technologieses
dc.subjectEducational technologyes
dc.subjectQuantitative researches
dc.subjectGamificationes
dc.titleGames in the classroom? Analysis of their effects on financial accounting marks in higher educationes
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doihttps://doi.org/10.1016/j.ijme.2021.100584-
Aparece en las colecciones:Artículos: Economía Financiera y Contabilidad

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