Influence of Gamification on Student Motivation in Business Organization Subjects

  1. A. López Arquillos 1
  2. M. Martínez-Rojas 1
  3. M. Pardo Ferreira 1
  4. J.C. Rubio-Romero 1
  1. 1 Universidad de Málaga
    info

    Universidad de Málaga

    Málaga, España

    ROR https://ror.org/036b2ww28

Libro:
Organizational Engineering in Industry 4.0
  1. Fuente, David de la (ed. lit.)
  2. Raúl Pino (ed. lit.)
  3. Borja Ponte (ed. lit.)
  4. Rafael Rosillo (ed. lit.)

Editorial: Springer Suiza

ISBN: 978-3-030-67707-7 978-3-030-67708-4

Año de publicación: 2021

Páginas: 163-170

Congreso: International Conference on Industrial Engineering and Industrial Management (13. 2021. Gijón)

Tipo: Aportación congreso

Resumen

The Information and Communication Technology (ICT) offers newpossibilities 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 themotivation 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.