#5420. Gamification in entrepreneurship education: A concrete application of Kahoot!
August 2026 | publication date |
Proposal available till | 15-05-2025 |
4 total number of authors per manuscript | 0 $ |
The title of the journal is available only for the authors who have already paid for |
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Journal’s subject area: |
Education;
Strategy and Management; |
Places in the authors’ list:
1 place - free (for sale)
2 place - free (for sale)
3 place - free (for sale)
4 place - free (for sale)
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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