Abstract

This study examines the impact of a gamified mobile learning application on business and economics students' exam success in a mandatory introductory accounting course. The results indicate that students using the app seriously achieve a significantly higher score in the final exam than non-serious users. Controlling for other antecedents of student success from prior literature, app usage significantly explains academic performance. We apply three approaches, including OLS and 2SLS regression, and an identification strategy based on students who attempt the course for a second time to show the app's positive effect on student exam performance. Especially the 2SLS approach, which addresses the issue of self-selection, may add valuable insights into the use of mobile technology in accounting education. This study not only contributes to the ongoing research on the effects of using gamification and mobile technology in higher education but also sheds light on the determinants of student success.

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