How many tips do you need? An experience of developing and applying a serious game in a stricto sensu post-graduation class in accounting sciences
DOI:
https://doi.org/10.21680/2176-9036.2024v16n2ID33706Keywords:
Gamified Learning Theory, Serious Game, Accounting EducationAbstract
Purpose: This study reports the experience of developing and applying a serious game in the teaching-learning process in the Accounting course based on Landers' Gamified Theory (2014).
Methodology: Initially, a serious game called “How many tips do you need?” was developed, which addresses the recognition, measurement and disclosure of CPCs, challenging players to guess the related contents. The game was applied in a corporate accounting group of the stricto sensu Graduate Program in Accounting at the Federal University of Paraíba. After the application, an online questionnaire was used, via Google forms, to assess the students' perception of the serious game.
Results: The serious game experience promoted students' involvement, commitment and attitude, as well as learning. In addition, participants reported that the game contributed to the consolidation of previously acquired knowledge, collaborative interaction among colleagues, a playful and fun way of learning, sharing ideas and experiences, dynamism and creativity, speed and efficiency in decision-making, encouraging self-learning and autonomy, developing analytical and critical thinking and revising much of the content. On the other hand, the participants also reported some difficulties with the use of the game in teaching, such as the physical environment, the interaction, the prolonged time of the game, the excessive competitiveness among the students, the adequacy of the content to be taught within of the rules and premises of the game.
Contributions of the Study: Therefore, it is expected that the study can contribute to the existing knowledge on game-based learning. Enabling the development of more efficient pedagogical strategies and expanding understanding of the benefits and opportunities that serious games offer for integration into the educational context.
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