Business organizations, as well as society, evolve based on various inputs, whether due to technological advances, cultural changes or the incidence of the environmental situation. In the case of the accounting profession, it is usual to face legislation, documentation, reports, ratios, databases, etc. in other languages. Our students must be familiar with the different environments that allow them to consult any type of information, such as balance sheets, income statements, among other national and international companies. Information and Communication Technologies (ICTs) have provided an opportunity as a means of innovation and motivation in university education. Specifically, gamification in learning contributes to improving attention, concentration, complex thinking, strategic planning or problem solving. An example of this is the use of Kahoot. This work gathers the experience of applying gamification in the classroom to students from different backgrounds, to improve teaching-learning, specifically focusing on the use of kahoot as a learning tool in accounting for national and international students. The objective that we set ourselves is, first of all, to characterize the students who participate in different accounting classes at the University of Barcelona, and if there are significant differences in participation in the accounting subject between national and international students and, on the other hand, to identify if there are differences by origin of country and gender, and finally show whether the use of kahoot produces a difference in the learning outcomes between students of different origins and gender.