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ZENODO
Article . 2024
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
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Gamification in Accounting Education: Enhancing Engagement and Learning Outcomes

Authors: V. I., Chukwuani;

Gamification in Accounting Education: Enhancing Engagement and Learning Outcomes

Abstract

This study explores the transformative potential of gamification in reshaping accounting education. By integrating game-design elements such as points, badges, leaderboards, and interactive challenges into the learning environment, gamification aims to enhance student motivation, participation, retention, and understanding of complex accounting concepts. The study examines the application of gamified platforms like MonsoonSIM and Kahoot! in teaching financial accounting, auditing, and taxation, highlighting their effectiveness in creating engaging and interactive learning experiences. Case studies from institutions such as Taylor's University and Aston University demonstrate the positive impact of gamified learning programs on student motivation and academic performance. Furthermore, the study delves into the future prospects of gamification, including the integration of Virtual Reality (VR) and Augmented Reality (AR) for immersive learning experiences. It also identifies the challenges and limitations associated with implementing gamification, such as costs, resource constraints, and the need to balance gamified elements with academic rigor. By addressing these challenges and leveraging the benefits of gamification, the study underscores the potential for innovative educational approaches to better prepare students for successful careers in accounting. Overall, the research provides compelling evidence of the benefits and future prospects of gamification in accounting education, offering insights into how educators can create more dynamic, engaging, and effective learning environments.

Keywords

Accounting Education, Gamification, Student Engagement, Virtual Reality (VR), Augmented Reality (AR)

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green