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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Detalhes bibliográficos
Autores: Grávalos Gastaminza, María Asunción, Hernández Garrido, Rocío, Pérez Calañas, Cinta
Tipo de documento: artigo
Data de publicação:2022
País:España
Recursos:Universidad de Huelva (UHU)
Repositório:Arias Montano. Repositorio Institucional de la Universidad de Huelva
Idioma:espanhol
OAI Identifier:oai:ariasmontano.uhu.es:10272/20633
Acesso em linha:http://hdl.handle.net/10272/20633
Access Level:Acceso aberto
Palavra-chave:Kahoot
Innovación educativa
Apps
Nuevas tecnologías
Smartphone
Educational innovation
New technologies
Descrição
Resumo: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