¿Merece la pena considerar los videojuegos en la enseñanza de contabilidad? Comparación de una simulación y un videojuego respecto a atributos, motivación y resultados de aprendizaje

Jordi Carenys, S. Moya, Jordi Perramon*

*Autor correspondiente de este trabajo

Producción científica: Artículo en revista indizadaArtículorevisión exhaustiva

37 Citas (Scopus)

Resumen

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’.

Título traducido de la contribuciónIs it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes
Idioma originalEspañol
Páginas (desde-hasta)118-130
Número de páginas13
PublicaciónRevista de Contabilidad-Spanish Accounting Review
Volumen20
N.º2
DOI
EstadoPublicada - 1 jul 2017
Publicado de forma externa

Palabras clave

  • Learning and teaching
  • Learning outcomes
  • Masters degrees
  • Student learning
  • Student motivation

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