Research Article
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Student views on video game use in accounting education and investigation on the effects of learning motivation learning outs

Year 2024, Volume: 15 Issue: 1, 39 - 52, 17.05.2024
https://doi.org/10.34231/iuyd.1364947

Abstract

Today's technologies have an impact on education as well as in every field. In this study, it is aimed to investigate the opinions of the students for the use of video game (Marty Raygun's Fistful of dollars) in accounting education and the effects of the motivation of the students on learning outcomes. The students who have taken video games and accounting courses used in the research have been examined the ability of perception and learning. In the study, a screening model was used from quantitative research methods. The study group is Kyrgyzstan-Turkey Manas University Faculty of Economics and Administrative Sciences. As a result of the research, it was found that there was a significant difference between the students' mobile game liking status and the total score of the questionnaire sub - dimensions and the total scores of the questionnaire sub-dimensions. However, no significant difference was found between the questionnaire sub-dimensions and the fact that gender and accounting courses were boring.

References

  • Baş T., Çamır, M., ve Özmaldar, B. (2013). Nitel Araştırma Yöntemleri. Ankara: Seçkin Yayınevi.
  • Braghirolli, L. F., Ribeiro, J. L. D., Weise, A. D. ve Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, 58, 315-324.
  • Büyüköztürk, Ş., Kılıç Çakmak, E., Akgün, Ö.E., Karadeniz, Ş. ve Demirel, F. (2009). Bilimsel araştırma yöntemleri. Ankara: Pegem A Yayınları.
  • Carenys, J., Moya, S. ve Perramon, J. (2016). Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes. Revista de Contabilidad.
  • Chrismastuti, A. A. ve Purnamasari, V. (2015). The Effectiveness of IT Usage in Accounting Education. International Journal of Humanities and Management Sciences (IJHMS), 3(4), 253-258.
  • Creswell, J. ve Plano Clark, V. L. (2007). Understanding mixed methods research. In J. Creswell (Ed.). Designing and conducting mixed methods research (pp. 1-19). Thousand Oaks, CA: Sage.
  • Creswell, J. W. (2008). Educational research planning, conducting and evaluating quantitative and qualitative research. International Pearson Merril Prentice Hall.
  • Çağlar, Ş. ve Kocadere, S. A. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma. Eğitim Bilimleri ve Uygulama Dergisi, 14(27), 83-102.
  • Domínguez, A., Navarrete, J., Marcos, L., Sanz, L. F.,Pagés, C. ve Herráiz, J. M. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education, 63, 380–392.
  • Elson, R., Ostapski, J., O’Callaghan, S. ve Walker, J.P. (2012). Enhancing the Understanding of Government and nonprofit Accounting with the Puzzle Game: A Pilot Study. Journal of Instructional Pedagogies, 9(1), 1-8.
  • Filsecker, M. ve Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game. Computers & Education, 75, 136-148.
  • Glover, I. (2013). Play as you learn: Gamification as a Technique for Motivating Learners. In: Herrington, Jan, Couros, Alec and Irvine, Valerie, (eds.). Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. Chesapeake, VA, AACE, 1999-2008.
  • Gökkaya, Z. (2014). Yetişkin Eğitiminde Yeni Bir Yaklaşım. Ana Dili Eğitim Dergisi, 11(1), 71-84. Güler, E. ve Güler, C. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma: Rozet Kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, 4(3), 125-130.
  • Hawlitschek, A. ve Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86.
  • Hoffjan, A. (2005). Calvados-A Business Game For Your Cost Accounting Course. Accounting Education, 20(1), 63–80.
  • Huang, W. D., Johnson, T. E. ve Han, S. H. C. (2013). Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study. The Internet and Higher Education, 17, 58-68.
  • Johnson, B. ve Christensen, L. (2004). Educational research: Quantitative, qualitative, and mixed approaches. Needham Heights, MA: Allyn ve Bacon.
  • Karasar, N. (2015). Bilimsel Araştırma Yöntemi (28. Baskı). Ankara: Nobel Yayınları.
  • Karataş, E. (2014). Eğitimde Oyunlaştırma: Araştırma Eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi (KEFAD), 15 (2), 315-333.
  • McGrath, N. ve Bayerlein, L. (2013). Engaging Online Students Through The Gamification of Learning Materials: The Present And The Future. 30th Ascilite Conference 2013 Proceedings, 573-577.
  • Miller, C. (2013). Gamification of Education. Developments in Business Simulation and Experiential Learning, 40, 196-200.
  • Moncada, S. M. ve Moncada, T. P. (2014). Gamification of Learning in Accounting Education. Journal of Higher Education Theory and Practice, 14(3), 9-19.
  • Murphy, E. A. (2005). Enhancing Student Learning with Governmantal Accounting Jeopardy. Accounting and Financial Management, 17(2), 223-248.
  • Seow, P. S. ve Wong, S. P. (2016). Using a Mobile-Gaming App to Enhance Accounting Education. Journal of Education for Business. 91 (8), 434-439.
  • Smalt, S. ve Selden, G. (2005). The Impact of an Accounting Simulation on Performance and Perception in Accounting Courses. Journal of Executive Education, 4(1), 21-41.
  • Strickland, H. P. ve Kaylor, S. K. (2016). Bringing your a-game: Educational gaming for student success. Nurse education today, 40, 101-103.
  • Yıldırım, İ. ve Demir, S. (2014). Oyunlaştırma ve Eğitim, International Journal of Human Sciences, 11(1), 655-670. WEB: https://sims.myej.org/fistfulofdollars/

Muhasebe Eğitiminde Video Oyun Kullanımına Yönelik Öğrenci Görüşleri ve Öğrencilerin Motivasyonu ile Öğrenme Çıktıları Üzerine Etkilerinin Araştırılması

Year 2024, Volume: 15 Issue: 1, 39 - 52, 17.05.2024
https://doi.org/10.34231/iuyd.1364947

Abstract

Günümüz teknolojileri her alanda olduğu gibi, eğitimde de etkisini göstermektedir. Bu çalışmada, muhasebe eğitiminde video oyun (Marty Raygun’s Fistful of dollars) kullanımına yönelik öğrencilerin görüşlerinin ve öğrencilerin motivasyonu ile öğrenme çıktıları üzerine etkilerinin araştırılması amaçlanmıştır. Araştırmada kullanılan video oyun ile muhasebe dersi alan öğrencilerin dersi algılama ve öğrenme becerileri incelenmiştir. Çalışmada, nicel araştırma yöntemlerinden tarama modeli kullanılmıştır. Çalışma grubu olarak Kırgızistan-Türkiye Manas Üniversitesi İktisadi ve İdari Bilimler Fakültesi öğrencileri oluşturmaktadır. Araştırma sonucunda, öğrencilerin mobil oyun sevmesi durumu ile anket alt boyutlarının toplam puanı arasında anlamlı farklılık ve günlük internet kullanım süreleri ile anket alt boyutlarının toplam puanları arasında ilişkiler tespit edilmiştir. Ancak cinsiyet ve muhasebe dersini sıkıcı bulma durumları ile anket alt boyutları arasında anlamlı bir farklılık görülmemiştir.

References

  • Baş T., Çamır, M., ve Özmaldar, B. (2013). Nitel Araştırma Yöntemleri. Ankara: Seçkin Yayınevi.
  • Braghirolli, L. F., Ribeiro, J. L. D., Weise, A. D. ve Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, 58, 315-324.
  • Büyüköztürk, Ş., Kılıç Çakmak, E., Akgün, Ö.E., Karadeniz, Ş. ve Demirel, F. (2009). Bilimsel araştırma yöntemleri. Ankara: Pegem A Yayınları.
  • Carenys, J., Moya, S. ve Perramon, J. (2016). Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes. Revista de Contabilidad.
  • Chrismastuti, A. A. ve Purnamasari, V. (2015). The Effectiveness of IT Usage in Accounting Education. International Journal of Humanities and Management Sciences (IJHMS), 3(4), 253-258.
  • Creswell, J. ve Plano Clark, V. L. (2007). Understanding mixed methods research. In J. Creswell (Ed.). Designing and conducting mixed methods research (pp. 1-19). Thousand Oaks, CA: Sage.
  • Creswell, J. W. (2008). Educational research planning, conducting and evaluating quantitative and qualitative research. International Pearson Merril Prentice Hall.
  • Çağlar, Ş. ve Kocadere, S. A. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma. Eğitim Bilimleri ve Uygulama Dergisi, 14(27), 83-102.
  • Domínguez, A., Navarrete, J., Marcos, L., Sanz, L. F.,Pagés, C. ve Herráiz, J. M. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education, 63, 380–392.
  • Elson, R., Ostapski, J., O’Callaghan, S. ve Walker, J.P. (2012). Enhancing the Understanding of Government and nonprofit Accounting with the Puzzle Game: A Pilot Study. Journal of Instructional Pedagogies, 9(1), 1-8.
  • Filsecker, M. ve Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game. Computers & Education, 75, 136-148.
  • Glover, I. (2013). Play as you learn: Gamification as a Technique for Motivating Learners. In: Herrington, Jan, Couros, Alec and Irvine, Valerie, (eds.). Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. Chesapeake, VA, AACE, 1999-2008.
  • Gökkaya, Z. (2014). Yetişkin Eğitiminde Yeni Bir Yaklaşım. Ana Dili Eğitim Dergisi, 11(1), 71-84. Güler, E. ve Güler, C. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma: Rozet Kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, 4(3), 125-130.
  • Hawlitschek, A. ve Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86.
  • Hoffjan, A. (2005). Calvados-A Business Game For Your Cost Accounting Course. Accounting Education, 20(1), 63–80.
  • Huang, W. D., Johnson, T. E. ve Han, S. H. C. (2013). Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study. The Internet and Higher Education, 17, 58-68.
  • Johnson, B. ve Christensen, L. (2004). Educational research: Quantitative, qualitative, and mixed approaches. Needham Heights, MA: Allyn ve Bacon.
  • Karasar, N. (2015). Bilimsel Araştırma Yöntemi (28. Baskı). Ankara: Nobel Yayınları.
  • Karataş, E. (2014). Eğitimde Oyunlaştırma: Araştırma Eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi (KEFAD), 15 (2), 315-333.
  • McGrath, N. ve Bayerlein, L. (2013). Engaging Online Students Through The Gamification of Learning Materials: The Present And The Future. 30th Ascilite Conference 2013 Proceedings, 573-577.
  • Miller, C. (2013). Gamification of Education. Developments in Business Simulation and Experiential Learning, 40, 196-200.
  • Moncada, S. M. ve Moncada, T. P. (2014). Gamification of Learning in Accounting Education. Journal of Higher Education Theory and Practice, 14(3), 9-19.
  • Murphy, E. A. (2005). Enhancing Student Learning with Governmantal Accounting Jeopardy. Accounting and Financial Management, 17(2), 223-248.
  • Seow, P. S. ve Wong, S. P. (2016). Using a Mobile-Gaming App to Enhance Accounting Education. Journal of Education for Business. 91 (8), 434-439.
  • Smalt, S. ve Selden, G. (2005). The Impact of an Accounting Simulation on Performance and Perception in Accounting Courses. Journal of Executive Education, 4(1), 21-41.
  • Strickland, H. P. ve Kaylor, S. K. (2016). Bringing your a-game: Educational gaming for student success. Nurse education today, 40, 101-103.
  • Yıldırım, İ. ve Demir, S. (2014). Oyunlaştırma ve Eğitim, International Journal of Human Sciences, 11(1), 655-670. WEB: https://sims.myej.org/fistfulofdollars/
There are 27 citations in total.

Details

Primary Language Turkish
Subjects Specialist Studies in Education (Other), Statistics (Other), Finance
Journal Section Research Article
Authors

Emin Yürekli

Abdulkadir Şahiner 0000-0002-5528-2733

Publication Date May 17, 2024
Published in Issue Year 2024 Volume: 15 Issue: 1

Cite

APA Yürekli, E., & Şahiner, A. (2024). Muhasebe Eğitiminde Video Oyun Kullanımına Yönelik Öğrenci Görüşleri ve Öğrencilerin Motivasyonu ile Öğrenme Çıktıları Üzerine Etkilerinin Araştırılması. İnternet Uygulamaları Ve Yönetimi Dergisi, 15(1), 39-52. https://doi.org/10.34231/iuyd.1364947