IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v13y2021i5p2969-d513381.html
   My bibliography  Save this article

Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects

Author

Listed:
  • Rocío Martínez-Jiménez

    (Department of Business Management, Marketing and Sociology, University of Jaén, 23071 Jaén, Spain)

  • Cristina Pedrosa-Ortega

    (Department of Business Management, Marketing and Sociology, University of Jaén, 23071 Jaén, Spain)

  • Ana Licerán-Gutiérrez

    (Department of Financial Economics and Accounting, University of Jaén, 23071 Jaén, Spain)

  • M. Carmen Ruiz-Jiménez

    (Department of Business Management, Marketing and Sociology, University of Jaén, 23071 Jaén, Spain)

  • Elia García-Martí

    (Department of Business Management, Marketing and Sociology, University of Jaén, 23071 Jaén, Spain)

Abstract

The new framework for learning requires the use of new technologies, such as m-learning or game-based learning programs. Gamification using this type of applications has been implemented in higher education contexts, enhancing students’ satisfaction, motivation, and class attendance. The present study refers to the introduction of new technologies and gamification through the use of the application Kahoot!, with the main objective being to analyze the relationship between the use of this gamification tool and the students’ learning results, which are measured by their academic marks. The results show a positive relationship between students’ results on the Kahoot! tests and the student’s final mark. Additionally, we demonstrate that students’ academic results improve when Kahoot! is used as an evaluation tool, taking into account improved student efficiency and a lower amount of failed grades.

Suggested Citation

  • Rocío Martínez-Jiménez & Cristina Pedrosa-Ortega & Ana Licerán-Gutiérrez & M. Carmen Ruiz-Jiménez & Elia García-Martí, 2021. "Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects," Sustainability, MDPI, vol. 13(5), pages 1-13, March.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:5:p:2969-:d:513381
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/13/5/2969/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/13/5/2969/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Gláuber Guilherme Signori & Julio Cesar Ferro De Guimarães & Eliana Andréa Severo & Claudio Rotta, 2018. "Gamification as an innovative method in the processes of learning in higher education institutions," International Journal of Innovation and Learning, Inderscience Enterprises Ltd, vol. 24(2), pages 115-137.
    2. Antoni Hernández-Fernández & Noelia Olmedo-Torre & Marta Peña, 2020. "Is Classroom Gamification Opposed to Performance?," Sustainability, MDPI, vol. 12(23), pages 1-20, November.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Ana López-Martínez & Lourdes Meroño & María Cánovas-López & Antonio García-de-Alcaraz & Luis Manuel Martínez-Aranda, 2022. "Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables," Sustainability, MDPI, vol. 14(17), pages 1-14, September.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
    2. Chih-Hung Chung & Hui-Ling Wendy Pan, 2023. "Assessing the Effects of Flow, Social Interaction, and Engagement on Students’ Gamified Learning: A Mediation Analysis," Sustainability, MDPI, vol. 15(2), pages 1-12, January.
    3. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    4. Mihai Burlacu & Claudiu Coman & Maria Cristina Bularca, 2023. "Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic," Sustainability, MDPI, vol. 15(8), pages 1-35, April.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:13:y:2021:i:5:p:2969-:d:513381. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.