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Digital game-based learning in accounting and business education

Digital game-based learning in accounting and business education This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL’s effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital games in the preparatory stage preceding its use in an educational setting. The second comprises what research has concluded to be appropriate for DGBL deployment. Finally, the review explores what types of learning outcomes can be attained through digital games and how their achievement has been evaluated. Furthermore, this article provides researchers interested in DGBL with a set of interesting questions that promise fruitful investigation. Answering these questions will help accounting educators to move forward in understanding digital games’ effectiveness and advance in the use of digital games in the classroom. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Accounting Education Taylor & Francis

Digital game-based learning in accounting and business education

Accounting Education , Volume 25 (6): 54 – Nov 1, 2016

Digital game-based learning in accounting and business education

Accounting Education , Volume 25 (6): 54 – Nov 1, 2016

Abstract

This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL’s effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital games in the preparatory stage preceding its use in an educational setting. The second comprises what research has concluded to be appropriate for DGBL deployment. Finally, the review explores what types of learning outcomes can be attained through digital games and how their achievement has been evaluated. Furthermore, this article provides researchers interested in DGBL with a set of interesting questions that promise fruitful investigation. Answering these questions will help accounting educators to move forward in understanding digital games’ effectiveness and advance in the use of digital games in the classroom.

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References (98)

Publisher
Taylor & Francis
Copyright
© 2016 Informa UK Limited, trading as Taylor & Francis Group
ISSN
1468-4489
eISSN
0963-9284
DOI
10.1080/09639284.2016.1241951
Publisher site
See Article on Publisher Site

Abstract

This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL’s effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital games in the preparatory stage preceding its use in an educational setting. The second comprises what research has concluded to be appropriate for DGBL deployment. Finally, the review explores what types of learning outcomes can be attained through digital games and how their achievement has been evaluated. Furthermore, this article provides researchers interested in DGBL with a set of interesting questions that promise fruitful investigation. Answering these questions will help accounting educators to move forward in understanding digital games’ effectiveness and advance in the use of digital games in the classroom.

Journal

Accounting EducationTaylor & Francis

Published: Nov 1, 2016

Keywords: Digital game-based learning; videogames; simulations; accounting education; serious games

There are no references for this article.