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Gamification in entrepreneurship education: A concrete application of Kahoot!
The International Journal of Management Education ( IF 6.0 ) Pub Date : 2021-10-05 , DOI: 10.1016/j.ijme.2021.100563
Antti Kauppinen 1 , Ali Iftikhar Choudhary 2
Affiliation  

Research on pedagogical tools for use in entrepreneurship education reveals that games can be an effective teaching method in class. This paper examines how using an online game— Kahoot!—in the class affects entrepreneurship students. We tested three typical effects from entrepreneurship research (i.e., the honeymoon effect, the performance effect, and the grading effect) in Estonia and Australia. Our results suggest that using an online game in conjunction with offering gifts to the best players can motivate students to participate in class activities but has no discernible influence on enhancing their ability to recall information.



中文翻译:

创业教育游戏化:Kahoot 的具体应用!

对用于创业教育的教学工具的研究表明,游戏是一种有效的课堂教学方法。本文考察了在课堂上使用网络游戏 Kahoot! 对创业学生的影响。我们测试了爱沙尼亚和澳大利亚创业研究的三种典型效应(即蜜月效应、绩效效应和分级效应)。我们的结果表明,将在线游戏与向最优秀的玩家赠送礼物相结合可以激励学生参与课堂活动,但对提高他们回忆信息的能力没有明显影响。

更新日期:2021-10-06
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