Exploring accounting hybrid skills in a serious games\' environment

Detalhes bibliográficos
Autor(a) principal: Luciano Bastos de Carvalho
Data de Publicação: 2022
Tipo de documento: Tese
Idioma: eng
Título da fonte: Biblioteca Digital de Teses e Dissertações da USP
Texto Completo: https://doi.org/10.11606/T.96.2022.tde-02062022-103728
Resumo: Soft skills need to be added to the teaching of hard skills in accounting to meet market demands. Thus, accounting educators seek alternatives to develop these hybrid skills in their students, such as serious games. However, although research show the benefits of these games in education, they also demonstrate risks. The misuse of serious games can harm the scarce learning time, resulting in the non-transfer of knowledge to the student, transfer problem. To minimize these risks, a dimensional framework was developed to guide the educator in the application of the serious game. The framework dimensions are formed by elements of game-based learning, experiential learning theory and theory of planned behavior. The analysis of these elements allowed to structure the serious game environment to help the player enter and remain in the teaching methodology in the practical, social and/or reflective dimensions. The practical dimension aims at exploring hard skills. Soft skills are worked on in the social (communication and collaboration) and reflective (critical thinking and problem solving) dimensions. This framework was validated with arguments from the modern theory of validation. Construct validation allowed validating the interaction of conceptual elements, creating a serious game environment. Content validation demonstrated the hybrid skills that can be explored using games as a teaching methodology. In turn, the related validation arguments integrated the possible hybrid skills of accounting to be explored with the game with the conceptual elements that form the serious game environment. In this way, the framework guides the accounting educator to apply the serious game teaching methodology and explore the desired hybrid skill, minimizing the risks of this pedagogical practice and preparing the student according to market demands. However, this framework does not allow verifying how students are exploring these hybrid skills. Verifying the application of hybrid skills makes it possible to carry out a diagnosis and evaluate the development of these skills. Thus, it is necessary to apply a tool to capture these hybrid skills in the game environment. The games have elements that require technical accounting knowledge, which facilitates the assessment of hard skills. However, no guides were detected to assess soft skills in the serious game environment. So, another framework was developed to fill this new gap. This time, literature reviews were used on (i) the evaluation process in accounting to verify the main requirements for an effective evaluation, (ii) the evaluation of serious games in accounting, to analyze the possible tools for use in this process and (iii) the characteristics of soft skills, to identify how to evaluate them. This literature made it possible to develop a framework that guides the educator to use the tools detected in the soft skills assessment process in the serious game environment, using microsoftskills. Such skills must be relevant to the chosen serious game dimension (practical, social and/or reflective), and the requirements minimize the analysis of false results. This framework was validated and made reliable with the application of the design-based research methodology in three moments of the serious game DANIEL. It is noteworthy that the validation is for the presented environment. Future reseaches may increase the validation range of the frameworks presented in this thesis.
id USP_9292fbee238ce5cd2ff06638f8742a4e
oai_identifier_str oai:teses.usp.br:tde-02062022-103728
network_acronym_str USP
network_name_str Biblioteca Digital de Teses e Dissertações da USP
repository_id_str 2721
spelling info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis Exploring accounting hybrid skills in a serious games\' environment Explorando as hybrid skills de contabilidade no ambiente de serious games 2022-03-28Jose Dutra de Oliveira NetoEverton da Silveira FariasIvan Carlin PassosLuciano Bastos de CarvalhoUniversidade de São PauloControladoria e ContabilidadeUSPBR Accounting education Avaliação de soft skills Educação contábil Hybrid skills Hybrid skills Serious game Serious game Soft skills assessment Soft skills need to be added to the teaching of hard skills in accounting to meet market demands. Thus, accounting educators seek alternatives to develop these hybrid skills in their students, such as serious games. However, although research show the benefits of these games in education, they also demonstrate risks. The misuse of serious games can harm the scarce learning time, resulting in the non-transfer of knowledge to the student, transfer problem. To minimize these risks, a dimensional framework was developed to guide the educator in the application of the serious game. The framework dimensions are formed by elements of game-based learning, experiential learning theory and theory of planned behavior. The analysis of these elements allowed to structure the serious game environment to help the player enter and remain in the teaching methodology in the practical, social and/or reflective dimensions. The practical dimension aims at exploring hard skills. Soft skills are worked on in the social (communication and collaboration) and reflective (critical thinking and problem solving) dimensions. This framework was validated with arguments from the modern theory of validation. Construct validation allowed validating the interaction of conceptual elements, creating a serious game environment. Content validation demonstrated the hybrid skills that can be explored using games as a teaching methodology. In turn, the related validation arguments integrated the possible hybrid skills of accounting to be explored with the game with the conceptual elements that form the serious game environment. In this way, the framework guides the accounting educator to apply the serious game teaching methodology and explore the desired hybrid skill, minimizing the risks of this pedagogical practice and preparing the student according to market demands. However, this framework does not allow verifying how students are exploring these hybrid skills. Verifying the application of hybrid skills makes it possible to carry out a diagnosis and evaluate the development of these skills. Thus, it is necessary to apply a tool to capture these hybrid skills in the game environment. The games have elements that require technical accounting knowledge, which facilitates the assessment of hard skills. However, no guides were detected to assess soft skills in the serious game environment. So, another framework was developed to fill this new gap. This time, literature reviews were used on (i) the evaluation process in accounting to verify the main requirements for an effective evaluation, (ii) the evaluation of serious games in accounting, to analyze the possible tools for use in this process and (iii) the characteristics of soft skills, to identify how to evaluate them. This literature made it possible to develop a framework that guides the educator to use the tools detected in the soft skills assessment process in the serious game environment, using microsoftskills. Such skills must be relevant to the chosen serious game dimension (practical, social and/or reflective), and the requirements minimize the analysis of false results. This framework was validated and made reliable with the application of the design-based research methodology in three moments of the serious game DANIEL. It is noteworthy that the validation is for the presented environment. Future reseaches may increase the validation range of the frameworks presented in this thesis. Soft skills precisam ser adicionadas ao ensino das hard skills na contabilidade para atendimento às demandas do mercado. Assim, os educadores contábeis buscam alternativas de ensino para desenvolver essas hybrid skills em seus alunos, como o uso de serious game. Contudo, apesar de pesquisas mostrarem os benefícios desses jogos na educação, elas também demonstram riscos. Os serious games podem resultar em uma dificuldade de aplicabilidade do conhecimento explorado no jogo ou podem resultar em nenhum desenvolvimento nos alunos e ter a necessidade de uma alta curva de aprendizagem para o educador. De modo a se minimizar esses riscos, foi desenvolvido um framework dimensional que guia o educador na aplicação do serious game. As dimensões do framework são formadas por elementos do game-based learning, experiential learning theory e theory of planned behavior. A análise desses elementos permitiu a estruturação do ambiente do serious game para auxiliar a entrada e permanência do jogador na metodologia de ensino nas dimensões práticas, sociais e/ou reflexiva. A dimensão prática objetiva a exploração de hard skills. As soft skills são trabalhadas nas dimensões sociais (comunicação e colaboração) e reflexiva (pensamento crítico e resolução de problema). Esse framework foi validado com argumentos da teoria moderna da validação. A validação de constructo permitiu validar a interação dos elementos conceituais, criando o ambiente do serious game. A validação de conteúdo demonstrou as hybrid skills que podem ser exploradas com a utilização de jogos como metodologia de ensino. Por sua vez, os argumentos da validação relacionada integraram as possíveis hybrid skills da contabilidade a serem exploradas com o jogo com os elementos conceituais que formam o ambiente do serious game. Desse modo, o framework guia o educador contábil para aplicar a metodologia de ensino serious game e explorar a hybrid skill almejada, suavizando a curva de aprendizagem e potencializando a exploração das hybrid skills. Contudo, esse framework não permite verificar como os alunos estão explorando a hybrid skills, de modo a efetivar seu desenvolvimento. Os jogos possuem elementos que exigem a utilização de conhecimentos técnicos da contabilidade, o que facilita a avaliação das hard skills. Porém, não foram encontradas, na literatura, guias para avaliar os soft skills no ambiente do serious game. Então, foi desenvolvido outro framework para suprir essa necessidade. Dessa vez foram utilizadas revisões da literatura sobre (i) o processo de avaliação na contabilidade para verificar os principais requerimentos para uma avaliação eficaz, (ii) a avaliação dos serious games na contabilidade, de modo a analisar as ferramentas possíveis de utilização nesse processo e (iii) as características das soft skills, para identificação de como avaliá-las. O framework apresenta que as soft skills devem ser segregadas em microsoftskills, preenchendo a lacuna da literatura sobre a avaliação de soft skills. Contudo, as microsoftskills devem ser pertinentes à dimensão do serious game escolhido, com base no framework dimensional e os requerimentos maximizam a veracidade das informações coletadas. Esse framework foi validado e tornado confiável com a aplicação da metodologia desing-based research, com a aplicação em três momentos do serious game DANIEL. Ressalta-se que a validação é para o ambiente apresentado. Pesquisas futuras podem aumentar a abrangência dos frameworks apresentados com adição de novas hybrid skills ou avaliação das skills contábeis em novos ambientes educacionais. https://doi.org/10.11606/T.96.2022.tde-02062022-103728info:eu-repo/semantics/openAccessengreponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USP2023-12-21T18:05:00Zoai:teses.usp.br:tde-02062022-103728Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212023-12-22T12:00:40.331158Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.en.fl_str_mv Exploring accounting hybrid skills in a serious games\' environment
dc.title.alternative.pt.fl_str_mv Explorando as hybrid skills de contabilidade no ambiente de serious games
title Exploring accounting hybrid skills in a serious games\' environment
spellingShingle Exploring accounting hybrid skills in a serious games\' environment
Luciano Bastos de Carvalho
title_short Exploring accounting hybrid skills in a serious games\' environment
title_full Exploring accounting hybrid skills in a serious games\' environment
title_fullStr Exploring accounting hybrid skills in a serious games\' environment
title_full_unstemmed Exploring accounting hybrid skills in a serious games\' environment
title_sort Exploring accounting hybrid skills in a serious games\' environment
author Luciano Bastos de Carvalho
author_facet Luciano Bastos de Carvalho
author_role author
dc.contributor.advisor1.fl_str_mv Jose Dutra de Oliveira Neto
dc.contributor.referee1.fl_str_mv Everton da Silveira Farias
dc.contributor.referee2.fl_str_mv Ivan Carlin Passos
dc.contributor.author.fl_str_mv Luciano Bastos de Carvalho
contributor_str_mv Jose Dutra de Oliveira Neto
Everton da Silveira Farias
Ivan Carlin Passos
description Soft skills need to be added to the teaching of hard skills in accounting to meet market demands. Thus, accounting educators seek alternatives to develop these hybrid skills in their students, such as serious games. However, although research show the benefits of these games in education, they also demonstrate risks. The misuse of serious games can harm the scarce learning time, resulting in the non-transfer of knowledge to the student, transfer problem. To minimize these risks, a dimensional framework was developed to guide the educator in the application of the serious game. The framework dimensions are formed by elements of game-based learning, experiential learning theory and theory of planned behavior. The analysis of these elements allowed to structure the serious game environment to help the player enter and remain in the teaching methodology in the practical, social and/or reflective dimensions. The practical dimension aims at exploring hard skills. Soft skills are worked on in the social (communication and collaboration) and reflective (critical thinking and problem solving) dimensions. This framework was validated with arguments from the modern theory of validation. Construct validation allowed validating the interaction of conceptual elements, creating a serious game environment. Content validation demonstrated the hybrid skills that can be explored using games as a teaching methodology. In turn, the related validation arguments integrated the possible hybrid skills of accounting to be explored with the game with the conceptual elements that form the serious game environment. In this way, the framework guides the accounting educator to apply the serious game teaching methodology and explore the desired hybrid skill, minimizing the risks of this pedagogical practice and preparing the student according to market demands. However, this framework does not allow verifying how students are exploring these hybrid skills. Verifying the application of hybrid skills makes it possible to carry out a diagnosis and evaluate the development of these skills. Thus, it is necessary to apply a tool to capture these hybrid skills in the game environment. The games have elements that require technical accounting knowledge, which facilitates the assessment of hard skills. However, no guides were detected to assess soft skills in the serious game environment. So, another framework was developed to fill this new gap. This time, literature reviews were used on (i) the evaluation process in accounting to verify the main requirements for an effective evaluation, (ii) the evaluation of serious games in accounting, to analyze the possible tools for use in this process and (iii) the characteristics of soft skills, to identify how to evaluate them. This literature made it possible to develop a framework that guides the educator to use the tools detected in the soft skills assessment process in the serious game environment, using microsoftskills. Such skills must be relevant to the chosen serious game dimension (practical, social and/or reflective), and the requirements minimize the analysis of false results. This framework was validated and made reliable with the application of the design-based research methodology in three moments of the serious game DANIEL. It is noteworthy that the validation is for the presented environment. Future reseaches may increase the validation range of the frameworks presented in this thesis.
publishDate 2022
dc.date.issued.fl_str_mv 2022-03-28
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://doi.org/10.11606/T.96.2022.tde-02062022-103728
url https://doi.org/10.11606/T.96.2022.tde-02062022-103728
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.publisher.none.fl_str_mv Universidade de São Paulo
dc.publisher.program.fl_str_mv Controladoria e Contabilidade
dc.publisher.initials.fl_str_mv USP
dc.publisher.country.fl_str_mv BR
publisher.none.fl_str_mv Universidade de São Paulo
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da USP
instname:Universidade de São Paulo (USP)
instacron:USP
instname_str Universidade de São Paulo (USP)
instacron_str USP
institution USP
reponame_str Biblioteca Digital de Teses e Dissertações da USP
collection Biblioteca Digital de Teses e Dissertações da USP
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)
repository.mail.fl_str_mv virginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.br
_version_ 1794502404966711296