DIGITAL LIBRARY
DO YOU ACCEPT GAMIFIED EDUCATIONAL TOOLS FOR THE LEARNING OF ACCOUNTING? MEASUREMENTS TO MANAGE SATISFACTION OF USERS IN PUBLIC UNIVERSITY
1 University of La Rioja (SPAIN)
2 University of Zaragoza (SPAIN)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 733-738
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.0215
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
Purpose:
In recent decades one of the main challenges for the higher education sector is to provide social value in an increasingly digital world. The introduction of digital devices in the university classroom extend teacher´ possibilities to implementing non-traditional learning models, aiming to promote a more student-focused teaching. Accordingly, it is usual that games-based learning strategies, such as Quizizz, that work well in other levels of training are taken by higher education sector, to improve academic satisfaction. However, the objectives of each specific field and level of training- due to their idiosyncrasies differ substantially. It is for this reason that researchers are emphasizing the reluctance of students to gamification as it can be a problem to achieve the objectives of education. In this line, the aim of this study is to evidence the main indicators of acceptance of the use of Quizizz, by the university student, which could be adequate measurements to manage education's objectives and needs, in the higher educational context, and specifically in the financial economics and accounting area.

Research Design:
Data was obtained through a survey –based on higher-education students- developed in 2021-2022 in Spain. Specifically, they are undergraduate and master's students who take accounting subjects at a certain Spanish Public University.
Method- PLS-SEM modeling was used to test the theoretical technology acceptance model, explaining the intention to use Quizizz in the field of university student behavior.

Findings:
With this study we can evidence the need to manage key indicators, which could be useful in the decision-making process, increasing academic satisfaction, at the same time, improving the learning through use gamified educational tools, such as Quizizz. The expected learning performance of this tool, and feedback from influencers, were the most critical factors. The positive emotions that generate the use of Quizizz also help students accept it as a learning method to increase the efficiency of the accounting subjects´ learning.

Originality/value:
Digital transformation of organizations, and specifically higher education educational institutions, has caused changes in their management practices implying the need to analyze user behavior. The public university has as main objective the user satisfaction. To do this, working on the reinforcement of the main indicators of technology acceptance by students, trying to achieve high values, is essential to achieve efficient management of academic satisfaction.
Keywords:
Gamified Learning, Technology Acceptance Model, Quizizz, Accounting, Public University.