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 contribución | Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes |
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Idioma original | Español |
Páginas (desde-hasta) | 118-130 |
Número de páginas | 13 |
Publicación | Revista de Contabilidad-Spanish Accounting Review |
Volumen | 20 |
N.º | 2 |
DOI | |
Estado | Publicada - 1 jul 2017 |
Publicado de forma externa | Sí |
Palabras clave
- Learning and teaching
- Learning outcomes
- Masters degrees
- Student learning
- Student motivation