Abstract
The present investigation aims to determine the impact of gamification on the Accounting´s inter- learning, to improve student´s engagement and academic performance at the higher education level. Gamified tools such as Quizziz, Kahoot, online challenges, and educational Accounting platforms with game elements were implemented. An empirical study was developed using a mixed- methods approach. The scope of the study is descriptive-analytical, and the research design is non- experimental, applying surveys during the intervention. The results showed a significant increase in student participation, motivation, and good academic performance, demonstrating a greater understanding of complex accounting concepts. Additionally, it fostered a dynamic and collaborative learning environment, facilitating information retention and the development of practical skills. Gamification is presented as an effective strategy for Inter-learning in Accounting, increasing both student interest and performance.
| Translated title of the contribution | Gamification in the Interlearning of Accounting |
|---|---|
| Original language | Spanish (Ecuador) |
| State | Published - 27 Nov 2024 |
| Event | VI Congreso de Educación Salesiana - EC Duration: 26 Nov 2024 → 28 Nov 2024 https://educacionsalesiana.ups.edu.ec/ |
Conference
| Conference | VI Congreso de Educación Salesiana |
|---|---|
| Period | 26/11/24 → 28/11/24 |
| Internet address |
Keywords
- Games
- Gamification
- Interlearning
- Student
- Teacher
CACES Knowledge Areas
- 314A Administration
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver