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Games in the classroom? Analysis of their effects on financial accounting marks in higher education
The International Journal of Management Education ( IF 6.0 ) Pub Date : 2021-11-18 , DOI: 10.1016/j.ijme.2021.100584
Esther Ortiz-Martínez 1 , Jose-Manuel Santos-Jaén 1 , Mercedes Palacios-Manzano 1
Affiliation  

The purpose of this study is to examine Kahoot! in higher education, specifically in subjects of financial accounting, and explore if its use means higher marks. We analyze the marks of 232 students of Financial Accounting of the Business and Management Degree of the University of Murcia (Spain). The sample comprises two groups of students, depending on whether or not games are used in the classroom, and the marks of the continuous assessment exercises, the final exam, and the final mark in the subject are compared to check if there are differences between groups. This means that we finally analyze a database of 794 marks. The results indicate that students who played get better academic results than those who did not use Kahoot! The current pandemic situation has changed the way of teaching and at university, it is mainly virtual, which can make teaching and learning more tedious and less motivating. For this reason, the use of gamification can be easily implemented in order to avoid all these inconveniences and positively affect the students' marks.



中文翻译:

课堂上的游戏?它们对高等教育财务会计分数的影响分析

本研究的目的是检查 Kahoot! 在高等教育中,特别是在财务会计科目中,并探索它的使用是否意味着更高的分数。我们分析了穆尔西亚大学(西班牙)商业和管理学位财务会计专业的 232 名学生的成绩。样本包括两组学生,根据课堂上是否使用游戏,比较持续评估练习、期末考试和科目的期末分数,以检查各组之间是否存在差异. 这意味着我们最终分析了一个包含 794 个标记的数据库。结果表明,使用 Kahoot 的学生比未使用 Kahoot 的学生获得更好的学业成绩!当前的大流行已经改变了教学方式,在大学里,主要是虚拟的,这会使教与学变得更加乏味,缺乏动力。因此,可以轻松实施游戏化的使用,以避免所有这些不便并积极影响学生的分数。

更新日期:2021-11-18
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