Adquisición de competencias a través de juegos serios en el área contableun análisis empírico

  1. María Sol Calabor 1
  2. Araceli Mora 1
  3. Soledad Moya 2
  1. 1 Contabilidad, Facultad de Economía, Universidad de Valencia, Valencia, España
  2. 2 Economics, Finance and Accounting, ESADE, Barcelona, España
Revista:
Revista de contabilidad = Spanish accounting review: [RC-SAR]

ISSN: 1138-4891

Ano de publicación: 2018

Volume: 21

Número: 1

Páxinas: 38-47

Tipo: Artigo

DOI: 10.1016/J.RCSAR.2016.11.001 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Outras publicacións en: Revista de contabilidad = Spanish accounting review: [RC-SAR]

Obxectivos de Desenvolvemento Sustentable

Resumo

Higher Education is currently based on learning processes where students play an active role and that arefocused on the development of generic and specific competencies. In this context, many authors supportthe use of simulations that promote this active learning and, the serious games (SG) concurs with thischallenge. However, the development that would be expected of these tools due to technology and to theincoming digital natives into the classroom is not consistent with its implementation degree or with thescarce research on the subject. The objectives of this study are to describe a teaching experience basedon the use of a SG in a Management Control course in higher education and assess the level of previouslydefined acquisition of competencies, both generic and specific, based on students’ perception. Pre andpost-activity questionnaires are employed and we conclude that there are no prior technological ordemographic barriers to SGs’ use. Students perceive that SGs contribute significantly to their acquisitionof competencies and additional fostering of collaborative work is also observed. This research contributesto the scarce empirical research on the use and potential of SGs as effective learning tools, in particularfor management education in higher education environments.

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