Computer Games and the Study of Terminology: An Application to National Accounts
Saved in:
| Title: | Computer Games and the Study of Terminology: An Application to National Accounts |
|---|---|
| Language: | English |
| Authors: | Melchor-Ferrer, Elias (ORCID |
| 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 |