Gimkit as a gamification tool to enhance performance in basic accounting concepts
- Authors
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Oliver Fernando Cabrera Morales
Universidad La Salle, La Paz - BoliviaAuthor
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- Keywords:
- Digital platforms, gamification, Gimkit, meaningful learning, student perception
- Abstract
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The teaching of many subjects remains tied to traditional and minimally interactive methods that often fail to engage a digitally native generation, leading to motivational challenges and poor academic performance. In this context, the present study evaluates the use of Gimkit as a gamification tool to improve performance in Basic Accounting. A mixed longitudinal design was
implemented over 16 sessions (7 weeks) with 28 Systems Engineering students. Data collection included platform performance reports and a structured survey (α = .87). The results revealed significant differences in the correct answers-per-minute rate
during the initial stages, suggesting the consolidation of concepts within the gamified environment. Subsequently, performance stabilized due to a possible familiarization effect and a reduction in the novelty effect. Furthermore, regression analysis indicated
that the interest generated by the tool acted as a significant predictor of perceived learning (R² = .401, p < .001). In addition, qualitative findings suggested that perceived monotony in some game modes could be associated with a partial decline
in performance. Likewise, female students and those without prior experience in gamification reported more favorable perceptions regarding the tool’s benefits. It is concluded that Gimkit supports motivation, participation, and perceived learning, suggesting a possible consolidation of concepts; however, its long-term effectiveness requires the continuous renewal of game mechanics to prevent monotony. - Downloads
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- Author Biography
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- Published
- 2026-07-28
- Section
- Artículos
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