GAMIFICATION IN ACCOUNTING AND STUDENTS’ SKILLSET
DOI:
https://doi.org/10.14392/ASAA.2019120305Keywords:
Gamification, Serious Games, Accounting Education, SkillsetAbstract
This research explores students’ skillset development with the introduction of a gamified discipline in an Accounting undergraduate program. We conducted a survey with 118 accounting students enrolled on the last semester from a large public University in Brazil. Using a quantitative approach, the research results indicate that students consider that many skills have been developed during the gamified discipline, such as: curiosity, leadership, initiative, persistence, adaptability, collaboration and critical thinking. The familiarity with tools used in the online game context and the perception of usability of the software used for this gamification experience were positively and significant correlated with the perception of the development of these skills. Despite these positive finds, some students did not like the excess of competition in the course and the random process of the software. These findings contribute to the academic literature and to educators who are interested in introducing gamified strategies in the classroom.
Downloads
References
Andrews, J., Higson, H. (2008). Graduate employability, ‘soft skills‘ versus 'hard‘ business knowlege: a european study. Higher Education in Europe, 33(4), 411-422. doi: 10.1080/03797720802522627
Apostolou, B., Dorminey, J. W., Hessell, J. M., & Rebele, J. E. (2015). Accounting education literature review (2013-2014). Journal of Accounting Education, 33, 69-127. doi: 10.1016/j.jaccedu.2015.04.001
Attali, Y., & Areli-Attali, M. (2015). Gamification in assessment: do points affect test performance? Computer & Education, 83, 57-63. doi: 10.1016/j.compedu.2014.12.012
Beck, J. C. & Wade, M. (2004). Got game: How the gamer generation is reshaping business forever. Boston: Harvard Business School Press
Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298.
Barna, B., & Fodor, S. (2018). An empirical study in the use of gamification on IT courses at Higher Education. In: Auer M., Guralnick D., Simonics I. (Eds), Teaching and learning in a digital world. ICL 2017. Advances in Intelligent System and Computing, vol 715. Springer, Cham. doi: 10.1007/978-3-319-73210-7_80
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. doi: 10.1080/10494820.2014.964263
Business Strategy Game. (2019). Current adoption list. Retrieved April 3, 2019, from https://www.bsg-online.com/stats/adoption-list.html
Cain, J., & Piascik, P. (2015). Are serious games a good strategy for pharmacy education? American Journal of Pharmaceutical Education, 79(4), 1-6. doi: 10.5688/ajpe79447
Cardador, M. T., Northcraft, G. B., & Whicker, J. (2017). A theory of work gamification: something old, something new, something borrowed, something cool? Human Resource Management Review, 27(2), 353-365. doi: 10.1016/j.hrmr.2016.09.014
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: a systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. doi: 10.3102/0034654315582065
Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Hillsdale, NJ: Erlbaum.
Cornacchione, E. (2012). Fidelity and game-based technology in management education. Brazilian Administration Review, 9(2), 147-167. doi: 10.1590/S1807-76922012000200003
Deci, E. L., Ryan, R. M. (2008). Self-determination theory: a macrotheory of human motivation, development, and health. Canadian Psychology, 49(3), 182-185. doi: 10.1037/a0012801
Dias, J. (2017). Teaching operations research to undergraduate management students: the role of gamification. The International Journal of Management Education, 15(1), 98-111. doi: 10.1016/j.ijme.2017.01.002
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L. Pagés, C., Martínez-Herráiz, J. (2013). Gamifying learning experiences: practical implications and outcomes. Computer & Education, 63, 380-392. doi: 10.1016/j.compedu.2012.12.020
Duncan, G. J., & Dunifon, R. (2012). “Soft-skills” and long-run labor market success. Research in Labor Economics, 33, 313-339. doi: 10.1108/S0147-9121(2012)0000035036
Durso, S. O., Cunha, J. V. A., Neves, P. A., Teixeira, J. D. V. (2016). Motivational factors for the master’s degree: a comparison between students in Accounting and Economics in the light of self-determination theory. Revista de Contabilidade & Finanças, 27(71), 243-258. doi: 10.1590/1808-057x201602080
Fragelli, T. B. O. (2018). Gamificação como um processo de mudança do estilo de ensino aprendizagem no ensino superior: um relato de experiência. Revista Internacional de Educação Superior, 4(1), 221-223. doi: 10.22348/riesup.v4i1.8650843
Gall, M. D., Gall, J. P, & Borg, W. R. (2003). Educational research. 7th ed. Boston: Allyn & Bacon.
Gentry, S. V., Gauthier, A., Ehrstrom, B. L., Wortley, D., Lilienthal, A., Car, L. T., Dauwels-Okutsu, S., Nikolaou, C. K., Zary, N., Campbell, J., & Car, J. (2019). Serious game and gamification in health professions: systematic review. Journal of Medical Internet Research, 21(3), 1-20. doi: 10.2196/12994
Hamari, J., Koivisto, J., Sarsa, H. (2014). Does gamification work? A literature review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T. (2016). Challenging games helps students learn: an empirical study on engagement, flow and immersion in game-based learning. Computer in Human Behavior, 54, 170-179. doi: 10.1016/j.chb.2015.07.045
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational Research, 77(1), 81-112. doi: 10.3102/003465430298487
Huizinga, J. (1950). Homo Ludens. Boston, MA: The Beacon Press.
Hung, A. C. Y. (2017). A critique and defense of gamification. Journal of Interactive Online Learning, 15(1), 57-72.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.
Kim, B. (2012). Harnessing the power of game dynamics why, how to, and how not to gamify the library experience. College & Research Libraries News, 73(8), 465-469.
Kolb, A. Y., & Kolb, D. A. (2009). Experiential learning theory: a dynamic, holistic approach to management learning, education and development. In S. J. Armstrong & C. Fukami (Eds.), Handbook of Management Learning, Education and Development (pp. 42-68). London: Sage Publications.
Kuznekoff, J. H., & Titsworth, S. (2013). The impact of mobile phone usage on student learning. Communication Education, 62(3), 233-252. doi: 10.1080/03634523.2013.767917
Landers, R. N. (2014). Developing a theory of gamified learning: linking serious games and gamification of learning. Simulation & Gaming, 45(6), 1-17. doi: 10.1177/1046878114563660
Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological theory and the gamification of learning. In T. Reiners & L. Wood (Eds.), Gamification in education and business (pp. 165-186). New York, NY: Springer.
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change de world. London: Penguim.com.
Michael, D. & Chen, S. (2006). Serious Games. Boston, MA: Thomson.
Moncada, S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory and Practice, 14(3), 9-19.
Moore, T., & Morton, J. (2015). The myth of job readiness? Written communication, employability, and the ‘skills gap’ in higher education. Studies in Higher Education, 42(3), 591-609. doi:10.1080/03075079.2015.1067602
Nicol, D., Thomson, A., & Breslin, C. (2014). Rethinking feedback practices in higher education: a peer review perspective. Assessment & Evaluation in Higher Education, 39(1), 102-122. doi: 10.1080/02602938.2013.795518
Peleias, I. R., Guimarães, E. R., Chan, B. L., & Carlotto, M. S. (2017). The Burnout syndrome in accountancy students from Private HEI: a research in the city of São Paulo. REPeC, 11(1), 31-52. doi:10.17524/repec.v11i1.1468
Peleias, I. R., Petrucci , V. B. C., Garcia, M. N., & Silva, D. (2008). Pesquisa sobre a percepção dos alunos do 1º. Ano de ciências contábeis na cidade de São Paulo em relação às dificuldades por eles percebidas no período noturno. Revista Universo Contábil, 4(1), 81-94. doi: 10.4270/ruc.20084
Richter, G., Raban, D. R., & Rafaeli, S. (2015). Studying gamification: the effect of rewards and incentives on motivation. In T. Reiners & L. Wood (Eds.), Gamification in education and business (pp. 21-46). New York, NY: Springer. doi: 10.1007/978-3-319-10208-5_2
Rosmalen, P., & Westera, W. (2014). Introducing serious games with Wikis: empowering the teacher with simple technologies. Interactive Learning Environments, 22(5), 564-577. doi: 10.1080/10494820.2012.707128
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. doi: 10.1037110003-066X.55.1.68
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. doi: 10.1016/j.chb.2016.12.033
Siemon, D., & Eckardt, L. (2017). Gamification of teaching in higher education, In S. Stieglitz, C. Lattemann, S. Robra-Bissantz, R. Zarnekow, T. Brockman (Eds.), Gamification: using game elements in serious contexts (pp. 153-164). Switzerland: Springer.
Smith, M. (2003). Research methods in accounting. London: SAGE.
Tsay, C. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediate gamification: an empirical study. Computers & Education, 121, 1-17. doi: 10.1016/j.compedu.2018.01.009
Villiers, R. (2010). The incorporation of soft skills into accounting curricula: preparing accounting graduates for their unpredictable futures. Meditari Accountancy Research, 18(2), 1–22. doi:10.1108/10222529201000007
Watty, K., Mckay, J., Ngo, L. (2016). Innovators or inhibitors? Accounting faculty resistance to new educational technologies in higher education. Journal of Accounting Education, 36, 1-15. doi: 10.1016/j.jaccedu.2016.03.003
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., Conkey, C. (2009). Relationships betweem game attributes and learning outcomes: Review and research proposals. Simulation & Gaming, 40(2): 217-266.
Wood, R. E., Mento, A. J., Locke, E. A. (1987). Task complexity as a moderator of goal effects: a meta-analysis. Journal of Applied Psychology, 72(3), 416-425. doi: 10.1037/0021-9010.72.3.416
World Economic Forum. (2016). What are the 21st-centure skills every student needs? Retrieved from https://www.weforum.org/agenda/2016/03/21st-century-skills-future-jobs-students/
Downloads
Published
How to Cite
Issue
Section
License
Copyright for articles published in the ASAA Journal is held by the author, with first publication rights to the journal. By virtue of appearing in this publicly accessible journal, the articles are free to use, with their own attributions, in educational and non-commercial applications. The ASAA Journal will allow the use of published works for non-commercial purposes, including the right to submit the work to publicly accessible databases. Published articles are the authors' full and exclusive responsibility. There are no submission/publishing charges or fees for processing articles (APC).