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      La gamificación como herramienta educativa: el estudiante de contabilidad en el rol del gerente, del contador y del auditor Translated title: Gamification as an educational tool: the accounting student in the role of the manager, the accountant, and the auditor

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          Abstract

          Resumen: Esta investigación propone un aprendizaje por gamificación en un juego de rol con estudiantes de contabilidad que enfrentan dentro del aula una situación empresarial. Se estudian los resultados donde grupos de tres estudiantes asumen el papel del gerente, el contador y el auditor interno; y toman decisiones vinculadas a la gestión y a la ética. Comparativamente se analizó otro grupo de estudiantes que recibieron contenidos por métodos tradicionales. Simultáneamente se aplicó un cuestionario tipo Likert para medir la motivación en todos los estudiantes. Mediante un cuasiexperimento contrastado por una ANOVA factorial, se buscaron diferencias en las calificaciones por la incidencia del factor metodológico y el motivacional. Los resultados mostraron diferencias significativas para ambos factores. Se concluye que existe una relación entre las calificaciones de los estudiantes de contabilidad y el desarrollo de contenidos propios de la carrera a través del juego de rol propuesto.

          Translated abstract

          Abstract: This research proposes learning by gamification in a role-playing game with accounting students who face a business situation in the classroom. Groups of three students assume the role of the manager, the accountant, and the internal auditor and make management and ethical decisions. Comparatively, another group of students who received content by traditional methods was analyzed. A Likert-type questionnaire was applied to measure motivation in all students. A factorial ANOVA quasi-contrasted experiment was used to assess score differences in the incidence of the methodological and the motivational factors. The results showed significant differences for both factors. It is concluded there exist a correlation between the grades of students and the development of their own accounting career content by the proposed role-playing gamification.

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          Most cited references35

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          Simulation-Based Interprofessional Education Guided by Kolb's Experiential Learning Theory

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            Aprendizaje mediante Juegos basados en Principios de Gamificación en Instituciones de Educación Superior

            Resumen: El objetivo de esta investigación fue diseñar una propuesta de elaboración de un juego basado en principios de Gamificación para Instituciones de Educación Superior (IES) en la Ciudad de México. El objetivo de esto es elevar el rendimiento académico de los estudiantes y complementar los procesos de enseñanza tradicionales. Se llevó a cabo una investigación teórica para encontrar los puntos más importantes de la Gamificación en la educación superior. Como resultados se tiene la propuesta de elaboración de un juego, que puede utilizarse en dispositivos móviles. Dicha propuesta integra componentes de juego, así como mecánicas o reglas de juego. Se concluye que la gamificación es una estrategia que toda IES debe implementar.
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              Effects of e-learning, lectures, and role playing on nursing students’ knowledge acquisition, retention and satisfaction

              Background: Nursing education can maintain its dynamic quality when it moves toward innovation and modern methods of teaching and learning. Therefore, teachers are required to employ up to date methods in their teaching plans. This study evaluated the effects of e-learning, lectures, and role playing on nursing students’ learning, retention, and satisfaction. Methods: Sixty nursing students were selected as an experiment and control groups during two consecutive semesters. The educational content was presented as e-learning and role playing during one semester (experiment group) and as lectures in the next semester (control group). A questionnaire containing three parts was used to assess demographics, learning and satisfaction statuses. The questionnaire also included a final openended question to evaluate the students’ ideas about the whole course. Results: The mean scores of posttest were 16.13 ± 1.37 using role playing, 15.50 ± 1.44 using e-learning and 16.45 ± 1.23 using lectures. The differences between the mean scores of posttest and pretest were 12.84 ± 1.43, 12.56 ± 1.57, and 13.73 ± 1.53 in the mentioned methods, respectively. Lectures resulted in significantly better learning compared to role playing and e-learning. In contrast, retention rates were significantly lower using lectures than using role playing and e-learning. Students’ satisfaction from e-learning was significantly lower than lecturing and role playing. Conclusion: Due to the lower rates of retention following lectures, the teachers are recommended to use student- centered approaches in their lectures. Since students’ satisfaction with e-learning was lower than the other methods, further studies are suggested to explore the problems of e-learning in Iran.
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                Author and article information

                Journal
                formuniv
                Formación universitaria
                Form. Univ.
                Centro de Información Tecnológica (La Serena, , Chile )
                0718-5006
                October 2020
                : 13
                : 5
                : 155-164
                Affiliations
                [2] Guayaquil Guayas orgnameUniversidad de Guayaquil orgdiv1Facultad de Ciencias Médicas Ecuador atorreschils@ 123456gmail.com
                [1] Guayaquil Guayas orgnameUniversidad de Guayaquil orgdiv1Facultad de Ciencias Administrativas orgdiv2Carrera de Contaduría Pública Autorizada Ecuador eloygez@ 123456gmail.com
                [3] Guayaquil orgnameAsociación de Profesores de Inglés del Ecuador Ecuador trabayeny@ 123456gmail.com
                Article
                S0718-50062020000500155 S0718-5006(20)01300500155
                e8237ec8-5b7c-47b8-b12d-89fbd4218647

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                History
                : 27 January 2020
                : 30 March 2020
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 36, Pages: 10
                Product

                SciELO Chile

                Categories
                ARTÍCULOS

                habilidades docentes,competence,competencia,role playing,gamification,teaching skills,gamificación,juego de rol

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