¿Cuántos consejos necesitas? Una experiencia de desarrollo y aplicación de un juego serio en una clase de posgrado stricto sensu en ciencias contables

Autores/as

DOI:

https://doi.org/10.21680/2176-9036.2024v16n2ID33706

Palabras clave:

Teoría del Aprendizaje Gamificado, Juego serio, Educación Contable

Resumen

Objetivo: Este estudio reporta la experiencia de desarrollo y aplicación de un juego serio en el proceso de enseñanza-aprendizaje en la carrera de Contabilidad basado en la Teoría Gamificada de Landers (2014).

Metodología: Inicialmente se desarrolló un juego serio llamado “¿Cuántos consejos necesitas?”, que aborda el reconocimiento, medición y divulgación de los CPC, desafiando a los jugadores a adivinar el contenido relacionado. El juego fue aplicado en un grupo de contabilidad empresarial del Programa de Posgrado en Contabilidad estricto sensu de la Universidad Federal de Paraíba. Tras la aplicación, se utilizó un cuestionario online, a través de formularios de Google, para evaluar la percepción de los estudiantes sobre el juego serio.

Resultados: La experiencia de serious game promovió la implicación, el compromiso y la actitud de los estudiantes, así como el aprendizaje. Además, los participantes informaron que el juego contribuyó a la consolidación de conocimientos previamente adquiridos, la interacción colaborativa entre compañeros, una forma lúdica y divertida de aprender, compartir ideas y experiencias, dinamismo y creatividad, rapidez y eficiencia en la toma de decisiones, fomentando la auto- aprendizaje y autonomía, desarrollando el pensamiento analítico y crítico y revisando gran parte del contenido. Por otro lado, los participantes también reportaron algunas dificultades con el uso del juego en la enseñanza, como el entorno físico, la interacción, el tiempo prolongado del juego, la excesiva competitividad entre los estudiantes, la adecuación del contenido a ser enseñado dentro de las reglas y premisas del juego.

Contribuciones del Estudio: Por lo tanto, se espera que el estudio pueda contribuir al conocimiento existente sobre el aprendizaje basado en juegos. Permitir el desarrollo de estrategias pedagógicas más eficientes y ampliar la comprensión de los beneficios y oportunidades que ofrecen los serious games para la integración en el contexto educativo.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Jocykleber Meireles de Souza, Universidade Federal da Paraíba

Doutorando em Ciências Contábeis pela Universidade Federal da Paraíba (UFPB). Mestre em Ciências Contábeis pela Universidade Federal do Rio Grande do Norte (UFRN).

Esdras Carvalho dos Santos, Universidade Federal da Paraíba / Universidade Federal de Alagoas

Doutorando em Ciências Contábeis pela Universidade Federal da Paraíba (UFPB). Mestre em Ciências Contábeis pela Universidade Federal de Pernambuco (UFPE).

Márcia Reis Machado, Universidade Federal da Paraíba

Pós-doutorado em educação contábil pela Griffith University. Docente efetiva da Universidade Federal da Paraíba.

Citas

Ahmed, A., & Sutton, M. J. (2017). Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives. World Journal of Science, Technology and Sustainable Development. https://doi.org/10.1108/WJSTSD-02-2017-0005

Araújo, I. (2016). Gamification: Methodology to engage and motivate students in the learning process. Education in the Knowledge Society (EKS), 17(1), 87–107. https://doi.org/10.14201/eks20161718710

Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513-538. https://doi.org/10.1177/1046878117703749

Assaf, M., Van Hillegersberg, J., Spil, T., & Arikat, N. (2019). Teachers’ perceptions about using serious games in formal education in Jordan: Possibilities and limitations. 2019 IEEE Global Engineering Education Conference (EDUCON), 436–441. https://ieeexplore.ieee.org/document/8725193

Bardin, L. (2011). Análise de conteúdo. 1. ed. São Paulo: Almedina.

Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of personality and social psychology, 51(6), 1173. https://doi.org/10.1037/0022-3514.51.6.1173

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263

Carini, R. M., Kuh, G. D., & Klein, S. P. (2006). Student engagement and student learning: Testing the linkages. Research in higher education, 47, 1-32. https://doi.org/10.1007/s11162-005-8150-9

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004

Csikszentmihalyi, Mihaly. (1990). Flow: The Psychology of Optimal Experience." Journal of Leisure Research, 24(1), pp. 93–94. https://doi.org/10.1080/00222216.1992.11969876

De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75

Durso, S. O., Reginato, L., & Cornacchione, E. (2019). Gamification in accounting and students'skillset. Advances in Scientific & Applied Accounting, 12(3).

Garcia-Marquez, C., & Bauer, K. N. (2021). An examination and extension of the theory of gamified learning: The moderating role of goal orientation. Simulation & Gaming, 52(4), 407-434. https://doi.org/10.1177/1046878120958741

Gee, J. P. (2003). Learning about learning from a video game: Rise of Nations. Retrieved August, 16, 2003.

Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work? – A literature review of empirical studies on gamification. Paper presented at the 2014 47th Hawaii International Conference on System Sciences. 10.1109/HICSS.2014.377

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–16. https://doi.org/10.1016/j.compedu.2014.08.019

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons

Klabbers, J. H. G. (2018). On the architecture of game science. Simulation & Gaming 49, 207–245. https://doi.org/10.1177/1046878118762534

Kulik, J. A., Kulik, C. L. C., & Cohen, P. A. (1980). Effectiveness of computer-based college teaching: A meta-analysis of findings. Review of educational research, 50(4), 525-544. https://doi.org/10.3102/0034654305000452

Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45, 752–768. https://doi.org/10.1177/1046878114563660

Liu, S., Yuen, M., & Rao, N. (2015). Outcomes for young children’s social status from playing group games: Experiences from a primary school in Hong Kong. Journal of Psychologists and Counsellors in Schools, 25(2), 217–244. https://doi.org/10.1017/jgc.2015.4

Lovelace, K. J., Eggers, F., & Dyck, L. R. (2016). I do and I understand: Assessing the utility of webbased management simulations to develop critical thinking skills. Academy of Management Learning & Education, 15(1), 100–121. https://doi.org/10.5465/amle.2013.0203

Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements. In Proceedings of the First International Conference on gameful design, research, and applications (pp. 66–73). https://doi.org/10.1145/2583008.2583017

Moncada, S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory & Practice, 14(3).

Nicholson, S. (2015). A recipe for meaningful gamification. Gamification in education and business, 1-20. https://doi.org/10.1007/978-3-319-10208-5_1

Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social network games: Players’ perspectives. Simulation & Gaming, 44(6), 794–820. https://doi.org/10.1177/1046878113514808

Paas, F., Tuovinen, J. E., Van Merrienboer, J. J., & Aubteen Darabi, A. (2005). A motivational perspective on the relation between mental effort and performance: Optimizing learner involvement in instruction. Educational technology research and development, 53, 25-34. https://doi.org/10.1007/BF02504795

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary educational psychology, 25(1), 54-67. https://doi.org/10.1006/ceps.1999.1020

Rosli, K., Malaysia, U., & Khairudin, N. (2019). Gamification in Entrepreneurship and Accounting Education. Academy of Entrepreneurship Journal, 25.

Sagayadevan, V., & Jeyaraj, S. (2012). The role of Emotional Engagement in Lecturer-Student interaction and the Impact on Academic Outcomes of Student Achievement and Learning. Journal of the Scholarship of Teaching and Learning, 12(3), 1-30. http://www.iupui.edu/~josotl

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in human behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Silva, R., Rodrigues, R., & Leal, C. (2021). Games based learning in accounting education–which dimensions are the most relevant?. Accounting Education, 30(2), 159-187. https://doi.org/10.1080/09639284.2021.1891107

Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: A board game approach to knowledge acquisition. Procedia Computer Science, 99, 101-116. https://doi.org/10.1016/j.procs.2016.09.104

Tay, L. (2010). Employers: Look to gaming to motivate staff. itnews for Australian Business.

Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. https://doi.org/10.1016/j.compedu.2018.01.009

Westera, W. (2019). Why and how serious games can become far more effective: Accommodating productive learning experiences, learner motivation and the monitoring of learning gains. Journal of Educational Technology & Society, 22(1), 59–69. https://www.jstor.org/stable/26558828

Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., ... & Conkey, C. (2009). Relationships between game attributes and learning outcomes: Review and research proposals. Simulation & gaming, 40(2), 217-266. https://doi.org/10.1177/1046878108321866

Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology. https://doi.org/10.1155/2019/4797032

Publicado

01-07-2024

Cómo citar

SOUZA, J. M. de .; SANTOS, E. C. dos; MACHADO, M. R. . ¿Cuántos consejos necesitas? Una experiencia de desarrollo y aplicación de un juego serio en una clase de posgrado stricto sensu en ciencias contables. REVISTA AMBIENTE CONTÁBIL - Universidade Federal do Rio Grande do Norte, [S. l.], v. 16, n. 2, p. 431–450, 2024. DOI: 10.21680/2176-9036.2024v16n2ID33706. Disponível em: https://periodicos.ufrn.br/ambiente/article/view/33706. Acesso em: 3 dic. 2024.

Número

Sección

Sección 3: Investigación del campo sobre contabilidad (Survey) (S3)