Kahoot! Gamification in an Accounting Class

Authors

  • Timothy Creel Lipscomb University
  • Veronica Paz Indiana University of Pennsylvania
  • Christine OLear Penn State University

DOI:

https://doi.org/10.33423/jhetp.v21i16.4910

Keywords:

higher education, Kahoot, gamification, college classes

Abstract

Gamification presents an effective way to teach students in a college classroom as they enjoy the competition. Kahoot offers a fun and engaging environment where students can play a game to learn or review course material that is free for students and faculty. Student can play a Kahoot on a laptop, phone, or tablet. Kahoot offers multiple-choice, true or false, or short answer questions along with a puzzle for students to complete in the classroom. Tips for using Kahoot effectively include keeping it fun, using it to review test or material from the last class meeting, and using the results to find areas where more instruction may be necessary.

Downloads

Published

2021-12-29

How to Cite

Creel, T., Paz, V., & OLear, C. (2021). Kahoot! Gamification in an Accounting Class. Journal of Higher Education Theory and Practice, 21(16). https://doi.org/10.33423/jhetp.v21i16.4910

Issue

Section

Articles