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Resumen de Influence of Gamification on Student Motivation in Business Organization Subjects

Antonio López Arquillos, María Martínez Rojas Árbol académico, María del Carmen Pardo Ferreira, Juan Carlos Rubio Romero Árbol académico

  • The Information and Communication Technology (ICT) offers newpossibilities of improvement of the educational process in higher education. Nowadays, it is very important to motivate students to actively participate in classes and the use of games generates positive emotions such as feeling committed and fulfilled. The objective of this research is to analyze the impact of Kahoot! tool in the teaching of two subjects of business organization domain. Both subjects have identical contents but with the peculiarity that one of them is taught in the English language. From the perspective of students, the research shows that they are very pleased with the introduction of gamification as part of the educational process, showing a positive feedback of the tool. They consider that this tool increases themotivation and learning in a funny way. From the teaching perspective, the Kahoot! introduced in the class a series of intangibles that are difficult to measure quantitatively but that undoubtedly help to improve the dynamics of the group.


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