Abstract
Gamification is expected to make students hooked by the idea of the game and make them engaged in the game's idea and activity, which eventually allows for the possibility of learning process. The features of the game encourage curiosity and exploration to enhance engagement and improve content
comprehension. Eventually, students will be rewarded with knowledge and skills that the game offered. The game called as ComAcc Card was triggered by the importance of students to be able to understand the components in financial statements. Failure to do so will affect the process of preparation of financial statements which is part of the course requirements. The game is expected to encourage positive
student attitudes in the learning process and strengthen the students’ ability to classify items according to its components in accounting. Thus, the paper presents a simple method of accounting card game introduced to the non-accounting students, and it disucsses students’ perception towards the use of gamification in teaching and learning process.
Metadata
Item Type: | Article |
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Creators: | Creators Email / ID Num. Hussin, Nur Syafiqah UNSPECIFIED Awang, Naqiah UNSPECIFIED Najid, Nurul Afzan UNSPECIFIED |
Contributors: | Contribution Name Email / ID Num. Chief Editor Zainon, Assoc. Prof Dr. Saunah UNSPECIFIED Editor Raja Ahmad, Assoc. Prof Dr. Raja Adzrin UNSPECIFIED Editor Soo, Assoc. Prof. Dr. Carolyn Kum Yoke UNSPECIFIED Editor Kadri, Assoc. Prof. Dr Mohd Halim UNSPECIFIED Editor Ismail, Dr. Noriah UNSPECIFIED Editor Mohd Ariff Albakri, Associate Professor Dr. Intan Safinas UNSPECIFIED Editor Khairani, Dr. Noor Sufiawati UNSPECIFIED Editor Othman, Dr. Akmal Aini UNSPECIFIED Editor Ismail, Dr. Norashikin UNSPECIFIED Editor Ahmad, Dr. Syahrul Ahmar UNSPECIFIED Editor Misman, Dr. Faridah Najuna UNSPECIFIED |
Subjects: | H Social Sciences > HF Commerce > Accounting. Bookkeeping > Study and teaching. Research L Education > LB Theory and practice of education > Teaching (Principles and practice) L Education > LB Theory and practice of education > Teaching (Principles and practice) > Teaching aids and devices L Education > LB Theory and practice of education > Learning. Learning strategies |
Divisions: | Universiti Teknologi MARA, Johor > Segamat Campus |
Journal or Publication Title: | Insight Journal (IJ) |
UiTM Journal Collections: | UiTM Journal > INSIGHT Journal (IJ) |
ISSN: | 2600-8564 |
Volume: | 4 |
Number: | 15 |
Page Range: | pp. 166-174 |
Related URLs: | |
Keywords: | Accounting; Gamification; Teaching and learning; UiTM Cawangan Johor |
Date: | 2019 |
URI: | https://ir.uitm.edu.my/id/eprint/41885 |