The kahoot technology tool as a way to promote active learning: An analysis of its impact on teaching in the degree of business Administration and Management

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Abstract

The use of new technologies has become an essential part of the education, especially in higher education. Within the new technologies in education, the gamification is a technological tool that allows students to learn in a more enjoyable way. Among the gamification applications, Kahoot is the most popular application (app). Therefore, the aim of this study is to analyze the effect of the use of the Kahoot app among the students of the business Administration and Management (AdE) degree at the University of huelva, specifically in the financial Accounting I subject. The activity consisted of evaluating the general understanding of the students with the main concepts of the subjects through the Kahoot. The results show that thanks to the use of this app we can obtain the same crucial improvements among the results of the students.

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Gravalos-Gastaminza, M. A., Hernandez-Garrido, R., & Perez-Calanas, C. (2022). The kahoot technology tool as a way to promote active learning: An analysis of its impact on teaching in the degree of business Administration and Management. Campus Virtuales, 11(1), 115–124. https://doi.org/10.54988/cv.2022.1.970

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