Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes
Altres autors/es
Data de publicació
2017ISSN
1138-4891
Resum
The objective of this study is to assess the effectiveness of videogames in comparison to simulations in a higher education environment and with regard to their attributes, motivation, and learning outcomes, as three of the main dimensions that play a role in the effectiveness of digital game-based learning. Results demonstrate significant differences between the attributes and motivation dimensions, while no significant differences were found for the learning outcomes. This would imply that although both instructional tools lead students to the desired level of knowledge acquisition, the motivation generated, together with the set of features provided by the games complement each other, leading to a superior learning experience. These results support the inclusion of videogames as a complement to simulations in higher education accounting and business environments and allow us to propose a blended approach that provides the learner with the ‘best of both worlds’.
Tipus de document
Article
Versió del document
Versió publicada
Llengua
Anglès
Paraules clau
Student learning
Pàgines
13 p.
Publicat per
Elsevier España
Publicat a
Revista de Contabilidad-Spanish Accounting Review
Aquest element apareix en la col·lecció o col·leccions següent(s)
Drets
© L'autor/a
Excepte que s'indiqui una altra cosa, la llicència de l'ítem es descriu com http://creativecommons.org/licenses/by-nc-nd/4.0/