ERIC Number: EJ1448332
Record Type: Journal
Publication Date: 2024
Pages: 24
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0963-9284
EISSN: EISSN-1468-4489
Creating a Gamified Learning Experience for the Threshold Concept, the Time Value of Money
Kayleen Wood
Accounting Education, v33 n6 p767-790 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning in gamified learning experiences. The gamified learning experience for the time value of money was created and deployed as the experiment treatment for a research project which examined student engagement in learning, self-efficacy, and learning outcomes through gamification of curriculum in accounting and finance. The checks and balances employed to ensure the reliability, rigour, trustworthiness, and credibility of the treatment, and the design considerations to facilitate replication and generalisability, are described and discussed. A roadmap for development, creation, and deployment of a gamified learning experience is provided to assist educators and learning designers who are seeking to include gamified learning experiences in their courses.
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts, Time Perspective, Money Management, Value Judgment, Concept Teaching, Learning Experience, Cooperative Learning, Socialization, Learner Engagement, Self Efficacy, Educational Objectives, Alignment (Education), Constructivism (Learning), Design, Instructional Design, Electronic Learning, Higher Education, Educational Games
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Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A