Computer Games and the Study of Terminology: An Application to National Accounts

Saved in:
Bibliographic Details
Title: Computer Games and the Study of Terminology: An Application to National Accounts
Language: English
Authors: Melchor-Ferrer, Elias (ORCID 0000-0002-4474-1623), Davia-Rodriguez, Maria Angeles
Source: Education and Information Technologies. Jan 2023 28(1):135-153.
Availability: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Peer Reviewed: Y
Page Count: 19
Publication Date: 2023
Document Type: Journal Articles
Reports - Evaluative
Education Level: Higher Education
Postsecondary Education
Descriptors: Foreign Countries, Computer Games, Gamification, College Students, Economics Education, Accounting, Memorization, Usability, Academic Achievement, Scores, Learning Activities
Geographic Terms: Spain
DOI: 10.1007/s10639-022-11138-w
ISSN: 1360-2357
1573-7608
Abstract: This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often encountered in presenting key national accounting concepts in a dynamic and appealing manner. Due to the flexibility of the application, it can also be adapted to other fields of knowledge requiring the use of specialized or technical concepts. To assess the game's impact on enhancing learning, students of national accounts in economics were asked to assess their participation by means of an attitudinal survey focusing on motivation, quality of learning, and the effective use of time. The survey was completed by 60 students from two Spanish universities. The overall assessment of the game was strongly correlated with its contribution to the memorization of concepts, usefulness, and enjoy ability. The second evaluation assessed the impact of the game through measurement of its effect on academic performance, with students´ academic records related to the scores from both individual and group gameplay. The assessment was done using a multivariate analysis consisting of a set of semi-logarithmic regression models in which the exam score was the dependent variable and a combination of game results according to the version played (individual, group, or both) were the explanatory variables. All combinations indicated that the individual game is much more strongly related to overall academic performance than the group score. However, to better assess the game, a control group, homogeneous samples, or pre- and post-tests should be used. Finally, to improve the game's impact on learning, it can be used as a compulsory scoring activity, or a badge system could be implemented. Nonetheless, this tool should only be understood as an inextricable part of other assessment and learning activities.
Abstractor: As Provided
Entry Date: 2023
Accession Number: EJ1363862
Database: ERIC
FullText Text:
  Availability: 0
Header DbId: eric
DbLabel: ERIC
An: EJ1363862
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Computer Games and the Study of Terminology: An Application to National Accounts
– Name: Language
  Label: Language
  Group: Lang
  Data: English
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Melchor-Ferrer%2C+Elias%22">Melchor-Ferrer, Elias</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-4474-1623">0000-0002-4474-1623</externalLink>)<br /><searchLink fieldCode="AR" term="%22Davia-Rodriguez%2C+Maria+Angeles%22">Davia-Rodriguez, Maria Angeles</searchLink>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="SO" term="%22Education+and+Information+Technologies%22"><i>Education and Information Technologies</i></searchLink>. Jan 2023 28(1):135-153.
– Name: Avail
  Label: Availability
  Group: Avail
  Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 19
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2023
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Journal Articles<br />Reports - Evaluative
– Name: Audience
  Label: Education Level
  Group: Audnce
  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
– Name: Subject
  Label: Descriptors
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Economics+Education%22">Economics Education</searchLink><br /><searchLink fieldCode="DE" term="%22Accounting%22">Accounting</searchLink><br /><searchLink fieldCode="DE" term="%22Memorization%22">Memorization</searchLink><br /><searchLink fieldCode="DE" term="%22Usability%22">Usability</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Scores%22">Scores</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Activities%22">Learning Activities</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Spain%22">Spain</searchLink>
– Name: DOI
  Label: DOI
  Group: ID
  Data: 10.1007/s10639-022-11138-w
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 1360-2357<br />1573-7608
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often encountered in presenting key national accounting concepts in a dynamic and appealing manner. Due to the flexibility of the application, it can also be adapted to other fields of knowledge requiring the use of specialized or technical concepts. To assess the game's impact on enhancing learning, students of national accounts in economics were asked to assess their participation by means of an attitudinal survey focusing on motivation, quality of learning, and the effective use of time. The survey was completed by 60 students from two Spanish universities. The overall assessment of the game was strongly correlated with its contribution to the memorization of concepts, usefulness, and enjoy ability. The second evaluation assessed the impact of the game through measurement of its effect on academic performance, with students´ academic records related to the scores from both individual and group gameplay. The assessment was done using a multivariate analysis consisting of a set of semi-logarithmic regression models in which the exam score was the dependent variable and a combination of game results according to the version played (individual, group, or both) were the explanatory variables. All combinations indicated that the individual game is much more strongly related to overall academic performance than the group score. However, to better assess the game, a control group, homogeneous samples, or pre- and post-tests should be used. Finally, to improve the game's impact on learning, it can be used as a compulsory scoring activity, or a badge system could be implemented. Nonetheless, this tool should only be understood as an inextricable part of other assessment and learning activities.
– Name: AbstractInfo
  Label: Abstractor
  Group: Ab
  Data: As Provided
– Name: DateEntry
  Label: Entry Date
  Group: Date
  Data: 2023
– Name: AN
  Label: Accession Number
  Group: ID
  Data: EJ1363862
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1363862
RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.1007/s10639-022-11138-w
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 19
        StartPage: 135
    Subjects:
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Computer Games
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: College Students
        Type: general
      – SubjectFull: Economics Education
        Type: general
      – SubjectFull: Accounting
        Type: general
      – SubjectFull: Memorization
        Type: general
      – SubjectFull: Usability
        Type: general
      – SubjectFull: Academic Achievement
        Type: general
      – SubjectFull: Scores
        Type: general
      – SubjectFull: Learning Activities
        Type: general
      – SubjectFull: Spain
        Type: general
    Titles:
      – TitleFull: Computer Games and the Study of Terminology: An Application to National Accounts
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Melchor-Ferrer, Elias
      – PersonEntity:
          Name:
            NameFull: Davia-Rodriguez, Maria Angeles
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2023
          Identifiers:
            – Type: issn-print
              Value: 1360-2357
            – Type: issn-electronic
              Value: 1573-7608
          Numbering:
            – Type: volume
              Value: 28
            – Type: issue
              Value: 1
          Titles:
            – TitleFull: Education and Information Technologies
              Type: main
ResultId 1