Abstract
This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL’s effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital games in the preparatory stage preceding its use in an educational setting. The second comprises what research has concluded to be appropriate for DGBL deployment. Finally, the review explores what types of learning outcomes can be attained through digital games and how their achievement has been evaluated. Furthermore, this article provides researchers interested in DGBL with a set of interesting questions that promise fruitful investigation. Answering these questions will help accounting educators to move forward in understanding digital games’ effectiveness and advance in the use of digital games in the classroom.
Original language | English |
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Pages (from-to) | 598-651 |
Number of pages | 54 |
Journal | Accounting Education |
Volume | 25 |
Issue number | 6 |
DOIs | |
Publication status | Published - 1 Nov 2016 |
Externally published | Yes |
Keywords
- Digital game-based learning
- accounting education
- serious games
- simulations
- videogames