社会因素对会计学学生游戏学习态度的影响

Rui Silva, Ricardo Gouveia Rodrigues, Carmem Leal
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引用次数: 3

摘要

本文的总体目标是分析创建游戏化资源(会计学游戏)作为学习工具对会计学课程单元教学的影响。利用计划行为理论研究了社会影响、认知和互惠等社会因素对态度的影响,并将其作为学习会计工具来使用。本研究的相关性是由于缺乏实证研究来分析游戏化资源在知识教学领域(如会计)的应用、可行性和有效性。在2018/2019学年,该游戏首次在葡萄牙高等教育范围内被会计专业的学生(n = 816)使用。本研究的结果表明,这些资源对于提高态度、持续使用意愿和与游戏学习相关的口头传播意愿的重要性,作为支持会计学生学习过程的有效方法。我们相信,这项研究可以为这一领域的研究人员理解为什么会计研究对学生来说是真正具有挑战性的。这项研究将使高等教育机构的管理者、教授和其他教育代理人决定使用最佳策略,以增加学生对会计学习的参与。
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Social Factors Influence on Accounting Students Attitude to Use Games Based Learning
The general objective of this article is to analyze the impacts of a gamified resource created (Accountingame) as learning tools to teach the curricular unit of Accounting. Theory of Planned Behaviour was used to investigate social factors such as Social Influence, Recognition and Reciprocal Benefits, which are predictors of Attitude to use this kind of game like a learning accounting tool. The relevance of this study is due to the lack of empirical studies that analyze the application, viability, and effectiveness of gamified resources in the teaching areas of knowledge, such as Accounting. The game was used by students of Accounting (n = 816) for the first time in the scope of Higher Education in Portugal in the academic year 2018/2019. Results of this research suggest the importance of these resources to increase Attitude, Continued Use Intention and Intention to Word of Mouth related to Games Based Learning as an effective method of support for the learning process of accounting students. We believe that this study can be a contributor to researchers in this area to understand why the study of Accounting is genuinely challenging for students. This research will be enabling managers of Higher Education Institutions, professors and other educational agents to decide on the best strategies to use in order to increase student involvement in Accounting learning.
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