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The Use of A Serious Game and Academic Performance of Undergraduate Accounting Students: An Empirical Analysis

Year 2018, Volume: 19 Issue: 2, 117 - 127, 16.04.2018
https://doi.org/10.17718/tojde.415825

Abstract

The literature on serious games (SGs) indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with accounting history. The game was presented to the students during the academic semester of the discipline; they also developed an academic activity using the concepts of this game. The main results of the paper indicate that students who used the game and scored the maximum grade in this activity also registered higher indexes of academic performance in such discipline. These results reinforce the benefits of the SG to interact with undergraduate students and teach academic content.

References

  • Abreu, P. F., Carvalho, L. F. V., Werneck, V. M. B., & Costa, R. M. E. M. (2011). Integrating Multi-agents in a 3D Serious Game Aimed at Cognitive Stimulation. Virtual and Mixed Reality – Systems and Applications. VMR 2011 Lecture Notes in Computer Science, vol. 6774. Springer, 217-226. doi: 10.1007/978-3-642-22024-1_24 Alyaz, Y., & Genc, Z. S. (2016). Digital Game-Based Language Learning in Foreign Language Teacher Education. Turkish Online Journal of Distance Education, 17(4), 130-146. doi: 10.17718/tojde.44375 Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., & Peveri, L. (2010). Emotions in Serious Games: From Experience to Assessment. International Journal of Emerging Technologies in Learning, 5(Special Issue 3: “Creative Learning with Serious Games”), 7-16. doi: 10.3991/ijet.v5s3.1496 Apostolou, B., Dorminey, J. W., Hassell, J. M., & Rebele, J. E. (2016). Accounting education literature review (2015). Journal of Accounting Education, 35, 20-55. doi: 10.1016/j.jaccedu.2016.03.002 Backlund, P., & Hendrix, M. (2013). Educational Games - Are They Worth the Effort? A literature survey of the effectiveness of serious games. In Games and virtual worlds for serious applications (VS-GAMES), 2013 5th international conference on (pp. 1- 8). IEEE. doi: 10.1109/VS-GAMES.2013.6624226 Bayrak, C. (2008). Effects of Computer Simulations Programs on University Students’ Achievements in Physics. Turkish Online Journal of Distance Education, 9(4), 53-62. Retrieved from: http://tojde.anadolu.edu.tr/makale_goster.php?id=441. Accessed in September 9, 2017. Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of Serious Games: An Overview. Advances in Human-Computer Interaction, 2013, 1- 11. doi: 10.1155/2013/136864
Year 2018, Volume: 19 Issue: 2, 117 - 127, 16.04.2018
https://doi.org/10.17718/tojde.415825

Abstract

References

  • Abreu, P. F., Carvalho, L. F. V., Werneck, V. M. B., & Costa, R. M. E. M. (2011). Integrating Multi-agents in a 3D Serious Game Aimed at Cognitive Stimulation. Virtual and Mixed Reality – Systems and Applications. VMR 2011 Lecture Notes in Computer Science, vol. 6774. Springer, 217-226. doi: 10.1007/978-3-642-22024-1_24 Alyaz, Y., & Genc, Z. S. (2016). Digital Game-Based Language Learning in Foreign Language Teacher Education. Turkish Online Journal of Distance Education, 17(4), 130-146. doi: 10.17718/tojde.44375 Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., & Peveri, L. (2010). Emotions in Serious Games: From Experience to Assessment. International Journal of Emerging Technologies in Learning, 5(Special Issue 3: “Creative Learning with Serious Games”), 7-16. doi: 10.3991/ijet.v5s3.1496 Apostolou, B., Dorminey, J. W., Hassell, J. M., & Rebele, J. E. (2016). Accounting education literature review (2015). Journal of Accounting Education, 35, 20-55. doi: 10.1016/j.jaccedu.2016.03.002 Backlund, P., & Hendrix, M. (2013). Educational Games - Are They Worth the Effort? A literature survey of the effectiveness of serious games. In Games and virtual worlds for serious applications (VS-GAMES), 2013 5th international conference on (pp. 1- 8). IEEE. doi: 10.1109/VS-GAMES.2013.6624226 Bayrak, C. (2008). Effects of Computer Simulations Programs on University Students’ Achievements in Physics. Turkish Online Journal of Distance Education, 9(4), 53-62. Retrieved from: http://tojde.anadolu.edu.tr/makale_goster.php?id=441. Accessed in September 9, 2017. Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of Serious Games: An Overview. Advances in Human-Computer Interaction, 2013, 1- 11. doi: 10.1155/2013/136864
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Details

Primary Language English
Journal Section Articles
Authors

Rodrigo Fernandes Malaquıas This is me

Fernanda Francielle De Oliveira Malaquıas This is me

Dermeval M. Borges Junıor This is me

Pablo Zambra This is me

Publication Date April 16, 2018
Submission Date November 29, 2017
Published in Issue Year 2018 Volume: 19 Issue: 2

Cite

APA Malaquıas, R. F., De Oliveira Malaquıas, F. F., Borges Junıor, D. M., Zambra, P. (2018). The Use of A Serious Game and Academic Performance of Undergraduate Accounting Students: An Empirical Analysis. Turkish Online Journal of Distance Education, 19(2), 117-127. https://doi.org/10.17718/tojde.415825