Abstract
The Information and Communication Technology (ICT) offers new possibilities 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 the motivation 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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The Research Ethics Committee of the University of Málaga approved the protocol and procedure followed by the authors in this research work. (ref. 049). All participants of our study gave their informed consent. The relevant data has been anonymized and authors also declare that they have no conflict of interest.
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López Arquillos, A., Martínez-Rojas, M., Pardo Ferreira, M., Rubio-Romero, J.C. (2021). Influence of Gamification on Student Motivation in Business Organization Subjects. In: De la Fuente, D., Pino, R., Ponte, B., Rosillo, R. (eds) Organizational Engineering in Industry 4.0. ICIEOM 2018. Lecture Notes in Management and Industrial Engineering. Springer, Cham. https://doi.org/10.1007/978-3-030-67708-4_17
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