La herramienta tecnológica kahoot como medio para fomentar el aprendizaje activo: un análisis sobre su impacto en la docencia en el grado de Administración y dirección de Empresas

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...

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Detalles Bibliográficos
Autores: Grávalos Gastaminza, María Asunción, Hernández Garrido, Rocío, Pérez Calañas, Cinta
Tipo de recurso: artículo
Fecha de publicación:2022
País:España
Institución:Universidad de Huelva (UHU)
Repositorio:Arias Montano. Repositorio Institucional de la Universidad de Huelva
Idioma:español
OAI Identifier:oai:ariasmontano.uhu.es:10272/20633
Acceso en línea:http://hdl.handle.net/10272/20633
Access Level:acceso abierto
Palabra clave:Kahoot
Innovación educativa
Apps
Nuevas tecnologías
Smartphone
Educational innovation
New technologies
Descripción
Sumario: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