Play it again: how game-based learning improves flow in Accounting and Marketing education
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.6/8199 |
Resumo: | Flow theory is used in this article [Csikszentmihalyi, M. (1990). The domain of creativity] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N= 816) and Marketing (N= 195) curricular units for the first time. A structural equation model was used to look into the direct effects of the characteristics of the game, such as Concentration, Clarity, Feedback, Challenge, Autonomy, Social Interaction, and Perceived Learning, on students’ learning Flow. Results clearly show that, with the exception of Feedback, all the other dimensions were Flow predictors. Overall, by introducing games into the curriculum, students’ motivation and interest increased and demonstrates that games can be an effective way for students to learn. |
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Play it again: how game-based learning improves flow in Accounting and Marketing educationGamificationFlowGame flow elementsGame-based learningFlow theory is used in this article [Csikszentmihalyi, M. (1990). The domain of creativity] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N= 816) and Marketing (N= 195) curricular units for the first time. A structural equation model was used to look into the direct effects of the characteristics of the game, such as Concentration, Clarity, Feedback, Challenge, Autonomy, Social Interaction, and Perceived Learning, on students’ learning Flow. Results clearly show that, with the exception of Feedback, all the other dimensions were Flow predictors. Overall, by introducing games into the curriculum, students’ motivation and interest increased and demonstrates that games can be an effective way for students to learn.uBibliorumSilva, Rui Jorge Rodrigues daRodrigues, RicardoLeal, Carmem2020-01-10T11:08:09Z20192019-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.6/8199engRui Silva, Ricardo Rodrigues & Carmem Leal (2019): Play it again: how gamebased learning improves flow in Accounting and Marketing education, Accounting Education, DOI: 10.1080/09639284.2019.164785910.1080/09639284.2019.1647859metadata only accessinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-15T09:48:00Zoai:ubibliorum.ubi.pt:10400.6/8199Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:48:35.230080Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
title |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
spellingShingle |
Play it again: how game-based learning improves flow in Accounting and Marketing education Silva, Rui Jorge Rodrigues da Gamification Flow Game flow elements Game-based learning |
title_short |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
title_full |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
title_fullStr |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
title_full_unstemmed |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
title_sort |
Play it again: how game-based learning improves flow in Accounting and Marketing education |
author |
Silva, Rui Jorge Rodrigues da |
author_facet |
Silva, Rui Jorge Rodrigues da Rodrigues, Ricardo Leal, Carmem |
author_role |
author |
author2 |
Rodrigues, Ricardo Leal, Carmem |
author2_role |
author author |
dc.contributor.none.fl_str_mv |
uBibliorum |
dc.contributor.author.fl_str_mv |
Silva, Rui Jorge Rodrigues da Rodrigues, Ricardo Leal, Carmem |
dc.subject.por.fl_str_mv |
Gamification Flow Game flow elements Game-based learning |
topic |
Gamification Flow Game flow elements Game-based learning |
description |
Flow theory is used in this article [Csikszentmihalyi, M. (1990). The domain of creativity] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N= 816) and Marketing (N= 195) curricular units for the first time. A structural equation model was used to look into the direct effects of the characteristics of the game, such as Concentration, Clarity, Feedback, Challenge, Autonomy, Social Interaction, and Perceived Learning, on students’ learning Flow. Results clearly show that, with the exception of Feedback, all the other dimensions were Flow predictors. Overall, by introducing games into the curriculum, students’ motivation and interest increased and demonstrates that games can be an effective way for students to learn. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019 2019-01-01T00:00:00Z 2020-01-10T11:08:09Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.6/8199 |
url |
http://hdl.handle.net/10400.6/8199 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Rui Silva, Ricardo Rodrigues & Carmem Leal (2019): Play it again: how gamebased learning improves flow in Accounting and Marketing education, Accounting Education, DOI: 10.1080/09639284.2019.1647859 10.1080/09639284.2019.1647859 |
dc.rights.driver.fl_str_mv |
metadata only access info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
metadata only access |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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