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OYUNLAŞTIRMANIN MUHASEBE EĞİTİMİNDE KULLANIMI, PİLOT PROJE: “HESAP GÜNÜ”

Yıl 2018, , 179 - 201, 08.06.2018
https://doi.org/10.31460/mbdd.322509

Öz
















Tüm alanlarda olduğu
gibi, muhasebe eğitimi alanında da öğretme yöntemleri sürekli tartışıla
gelmektedir. Daha iyi ve daha etkin muhasebe eğitimi için çeşitli ders anlatım yöntemlerinin
karşılaştırıldığı, avantaj ve dezavantajlarının ortaya konduğu çalışmalar
yapılmaktadır. Bu eğitim yöntemlerinden bir tanesi de oyunlaştırma
(gamification) yöntemidir. Oyunlaştırma yöntemi, hem işletmeler tarafından hem
de eğitim kurumları tarafından kullanılmaktadır. Teknolojinin de öncülüğünde,
oyunlaştırma uygulamaları dijital olarak gerçekleştirilmekte ve giderek
gelişmektedir. Çalışmada oyunlaştırma uygulamalarının muhasebe eğitiminde ders
faaliyetlerini destekleyici unsur olarak kullanımı irdelenmiş ve “Temel
Muhasebe Kavramları” konusunu temel alan bir oyunlaştırma projesi hazırlanarak
çevrim içi hale getirilmiştir.
    

Kaynakça

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  • Chan, S. H., Song, Q., Rivera, L. H., & Trongmateerut, P. (2016). Using An Educational Computer Program to Enhance Student Performance in Financial Accounting. Journal of Accounting Education, 36, 43-64.
  • Chen, L., & Liu, H. (2009). Identifying University Faculty Attitudes in Online Games. International Journal of Organizational Innovation, 2(2), 133-142.
  • Chou, Y. K. (2013). Octalysis: Complete gamification framework. Yu-Kai Chou & Gamification.
  • Costa, J. P., Wehbe, R. R., Robb, J., & Nacke, L. E. (2013). Time’s Up: Studying Leaderboards For Engaging Punctual Behaviour. Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications (s. 26-33). Toronto: ACM Digital Library.
  • Crumlish, C., & Malone, E. (2015). Designing Social Interfaces: Principles, Patterns and Practices for Improving The User Experience. Sebastopol, A.B.D: O'Reilly Media.
  • de Lange, P., Suwardy, T., & Mavondo, F. (2003). Integrating a Virtual Learning Environment into an Introductory Accounting Course: Determinants of Student Motivation. Accounting Education, 12(1), 1-14.
  • Deloitte . (2012, Ağustos 30). Deloitte Leadership Academy Launches New Leadership Content with Gamification Mechanics. Şubat 03, 2017 tarihinde Deloitte Digital: http://www.deloittedigital.com/au/news/deloitte-leadership-academy-launches-new-leadership-content adresinden alındı.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, Eylül). From Game Design Elements to Gamefulness: Defining Gamification. MindTrek, 8, 28-30.
  • Coronado Escobar, J. E., & Vasquez Urriago, A. R. (2014, October). Gamification: an Effective Mechanism to Promote Civic Engagement and Generate Trust?. Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance, 514-515.
  • Ewais, S., & Alluhaidan, A. (2015). Classification of Stress Management mHealth Apps Based on Octalysis Framework.
  • Fitz-Walter, Z. A. (2013). A Brief History of Gamification. Aralık 24, 2016 tarihinde Zefcan: http://zefcan.com/2013/01/a-brief-history-of-gamification/ adresinden alındı.
  • Frand, J. L. (2000). The Information Age Mindset: Changes in Students and Implications for Higher Education. Educause Review, 35(5), 15-24.
  • Goosen, K. R. (1974). The Business Game: A New Approach to Managerial Accounting. Simulations, Games and Experiential Learning Techniques, 1, 167-172.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
  • Kapp, K. M. (2012). Games, Gamification, and the Quest for Learner Engagement. Training and Development, 66(6), 64-68.
  • Kotini, I., & Tzelepi, S. (2015). A Gamification-Based Framework for Developing Learning Activities of Computational Thinking. T. Reiners, & L. C. Wood (Dü) içinde, Gamification in Education and Business (s. 221). Switzerland: Springer Int. Publ.
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  • Landers, R. N., & Landers, A. K. (2015). An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simulation & Gaming, 45(6), 769-785.
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  • Sera, L., & Wheeler, E. (2017). Game On: The Gamification of Pharmacy Classroom. Currents in Pharmacy Teaching and Learning, 1(1), 155-159.
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  • Suriano, J. (2014, Kasım 10). Postmortem: Accounting + Gamification. Şubat 03, 2017 tarihinde Medium: https://medium.com/@jasonsuriano/postmortem-innovation-in-elearning-2d0b58af4021#.9twm38aoa adresinden alındı.
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Toplam 41 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İşletme
Bölüm ANABÖLÜM
Yazarlar

Burak Özdoğan

Tuna Can Güleç Bu kişi benim

Rabia Aktaş

Yayımlanma Tarihi 8 Haziran 2018
Gönderilme Tarihi 19 Haziran 2017
Yayımlandığı Sayı Yıl 2018

Kaynak Göster

APA Özdoğan, B., Güleç, T. C., & Aktaş, R. (2018). OYUNLAŞTIRMANIN MUHASEBE EĞİTİMİNDE KULLANIMI, PİLOT PROJE: “HESAP GÜNÜ”. Muhasebe Bilim Dünyası Dergisi, 20(1), 179-201. https://doi.org/10.31460/mbdd.322509