Investigating the educational effectiveness of gamebased learning for IT education
In contrast to traditional teaching-and-learning environments whereby the teacher controls the learning (e.g., teacher-centered), video games present a learner-centered approach to learning whereby the student controls their learning experience through interactivity. Despite the many benefits of a learner-centered approach, the use of video game technology in business-related curriculums and accounting in particular, has been sparse. By and large accounting education has remained based on "paper and pen learning". This paper describes an ongoing project that will see the development and evaluation of a strategy-based, learner-centered, interactive accounting simulation environment for undergraduate accounting curriculums. The interactive simulation is meant to place accounting education in a "game" environment.
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