A growing body of literature on undergraduate teaching and learning indicates
that lecturers should constantly amend their teaching practices and pedagogical
framework. Responses from the business world and the accounting profession
indicate that lecturers should incorporate workplace skills, as well as the practical
application of theory in their teaching practices. Teaching and learning research
across disciplines suggests that the use of games in classrooms could not only
address the skills required in practice, but also enhance students’ motivation to
learn. The objective of this paper was to develop a table-top board game for
accounting students to address the skills they require in the workplace, but also to
apply theoretical concepts learnt by playing the game in order to motivate students
to deepen their learning. This paper was designed as a locally bound case study.
Accounting students, as research participants, played the custom-made table-top
board game and later, by means of a questionnaire, reflected that they felt
motivated to learn subject matter through playing the game. The game also
inspired them to apply the theory they previously learnt in order to progress in and
be successful in the game. The game was also conducive to developing other soft
skills. The authors postulate that the use of a board game could change the way
students learn, how students and lecturers interact with one another, as well as
how lecturers adapt their approach to teaching and learning. The research
indicates that using a board game for accountancy education could contribute
towards the redesign of students’ classroom experiences.
Other ID | JA59FG95RU |
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Journal Section | Research Article |
Authors | |
Publication Date | January 1, 2018 |
Published in Issue | Year 2018 Volume: 10 Issue: 1 |