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. Our results suggest that using an online game in conjunction with offering gifts to the best players can motivate students to participate in class activities but has no discernible influence on enhancing their ability to recall information.

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