The study on designed gamified mobile learning model to assess students? learning outcome of accounting education

被引:10
|
作者
Kao, Meng -Chun [1 ]
Yuan, Yu -Hsi [2 ]
Wang, Yu-Xian [2 ]
机构
[1] Yuanpei Univ Med Technol, Dept Business Adm, 306 Yuanpei St, Hsinchu 30015, Taiwan
[2] Chinese Culture Univ, Dept Lab & Human Resources, 55 Hwa Kang Rd, Taipei 11114, Taiwan
关键词
Accounting education; Game-based learning; Mobile learning; IS success Model; BOPPPS; INFORMATION-SYSTEMS SUCCESS; ENGAGEMENT; GAME;
D O I
10.1016/j.heliyon.2023.e13409
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
This study constructs an innovative course for accounting teaching based on a student-centered strategy. The curriculum is designed through the effective teaching module (BOPPPS) to assist students to understand accounting knowledge. A game-based mobile learning environment is created by developing an accounting mobile game and combining it with a mobile learning system (TronClass). The private technology university students had been selected by purposive sampling. A total of 81 accounting majored students, among them, 41 students are in the experimental group, and the rest were in the control group. The quasi-experimental design was to be applied in curriculum development. Meanwhile, quantitative data were collected by ques-tionnaires and the qualitative data were collected through interviews. The result shows that game-based mobile learning can be beneficial to teaching effectiveness. And the regression model supports that information quality and service quality have positive predictive power on use intention. In addition, use intention and user satisfaction impacted learning engagement posi-tively. Further, user satisfaction has a mediating effect. Finally, some suggestions are put forward to provide references for accounting educators and researchers.
引用
收藏
页数:15
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