El juego y la contabilidad financiera
- José Manuel Santos Jaén
- María Teresa Tornel Marín
ISSN: 1988-7833
Year of publication: 2020
Issue: 3
Type: Article
More publications in: Contribuciones a las Ciencias Sociales
Abstract
The main objective of this article is to examine whether the use of gamification for the teaching of financial accounting and specifically through the Kahoot! it can cause an increase in the motivation of the students and therefore, obtaining better results from them. For this, a study of the main research in the field and its antecedents has been carried out, focusing especially on the results of empirical studies that demonstrate the effects of the game in the classroom. Based on the study carried out, it can be affirmed that, according to the researchers in the field of gamification, through the use of gamification tools they have helped to increase motivation in the classrooms and with this they have managed to increase motivation and results of the students. Thus, from this work the application of the necessary technological tools is recommended to be able to introduce the game in the classroom and thereby improve the results of the students of financial accounting.