Gamification as an educational tool: the accounting student in the role of the manager, the accountant, and the auditor


Abstract:

This research proposes learning by gamification in a role-playing game with accounting students who face a business situation in the classroom. Groups of three students assume the role of the manager, the accountant, and the internal auditor and make management and ethical decisions. Comparatively, another group of students who received content by traditional methods was analyzed. A Likert-type questionnaire was applied to measure motivation in all students. A factorial ANOVA quasi-contrasted experiment was used to assess score differences in the incidence of the methodological and the motivational factors. The results showed significant differences for both factors. It is concluded there exist a correlation between the grades of students and the development of their own accounting career content by the proposed role-playing gamification.

Año de publicación:

2020

Keywords:

  • Role playing
  • Gamification
  • Teaching skills
  • COMPETENCE

Fuente:

scopusscopus

Tipo de documento:

Article

Estado:

Acceso abierto

Áreas de conocimiento:

  • Educación superior
  • Pedagogía

Áreas temáticas de Dewey:

  • Escuelas y sus actividades; educación especial
  • Contabilidad
  • Dirección general
Procesado con IAProcesado con IA

Objetivos de Desarrollo Sostenible:

  • ODS 4: Educación de calidad
  • ODS 12: Producción y consumo responsables
  • ODS 8: Trabajo decente y crecimiento económico
Procesado con IAProcesado con IA