#5420. Gamification in entrepreneurship education: A concrete application of Kahoot!

August 2026publication date
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Journal’s subject area:
Education;
Strategy and Management;
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Abstract:
Research on pedagogical tools for use in entrepreneurship education reveals that games can be an effective teaching method in class. This paper examines how using an online game— Kahoot!—in the class affects entrepreneurship students. We tested three typical effects from entrepreneurship research (i.e., the honeymoon effect, the performance effect, and the grading effect) in Estonia and Australia.
Keywords:
Grading effect; Honeymoon effect; Kahoot!; Online games; Performance effect

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