Konferans Bildirisi
BibTex RIS Kaynak Göster

OYUNLAŞTIRMANIN MUHASEBE EĞİTİMİNDE KULLANIMI, PİLOT PROJE: “HESAP GÜNÜ”

Yıl 2018, Cilt: 20 Sayı: 1, 179 - 201, 08.06.2018
https://doi.org/10.31460/mbdd.322509

Öz
















Tüm alanlarda olduğu
gibi, muhasebe eğitimi alanında da öğretme yöntemleri sürekli tartışıla
gelmektedir. Daha iyi ve daha etkin muhasebe eğitimi için çeşitli ders anlatım yöntemlerinin
karşılaştırıldığı, avantaj ve dezavantajlarının ortaya konduğu çalışmalar
yapılmaktadır. Bu eğitim yöntemlerinden bir tanesi de oyunlaştırma
(gamification) yöntemidir. Oyunlaştırma yöntemi, hem işletmeler tarafından hem
de eğitim kurumları tarafından kullanılmaktadır. Teknolojinin de öncülüğünde,
oyunlaştırma uygulamaları dijital olarak gerçekleştirilmekte ve giderek
gelişmektedir. Çalışmada oyunlaştırma uygulamalarının muhasebe eğitiminde ders
faaliyetlerini destekleyici unsur olarak kullanımı irdelenmiş ve “Temel
Muhasebe Kavramları” konusunu temel alan bir oyunlaştırma projesi hazırlanarak
çevrim içi hale getirilmiştir.
    

Kaynakça

  • Ahadiat, N. (2008). Technologies Used in Accounting Education: A Study of Frequency of Use Among Faculty. Journal of Education for Business, 83(3), 123-134.
  • AICPA. (2014, Şubat 18). AICPA Creates Interactive, Online Accounting Game for Educators . Şubat 03, 2017 tarihinde AICPA: http://www.aicpa.org/press/pressreleases/2014/pages/aicpa-creates-interactive-online-accounting-game-for-educators.aspx adresinden alındı
  • Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2013). Steering User Behavior with Badges. Proceedings of the 22nd international conference on WWW2013 (s. 95-106). New York: ACM.
  • Antin, J., & Churcill, E. F. (tarih yok). Badges in Social Media: A Social Psychological Perspective.
  • CHI 2011 (s. 1-4). Vancouver: ACM.
  • Buncball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. Aralık 25, 2016 tarihinde CSH, White Paper: http://www.csh.rit.edu/~ajman/summer2012/gamification101.pdF adresinden alındı
  • Chan, S. H., Song, Q., Rivera, L. H., & Trongmateerut, P. (2016). Using An Educational Computer Program to Enhance Student Performance in Financial Accounting. Journal of Accounting Education, 36, 43-64.
  • Chen, L., & Liu, H. (2009). Identifying University Faculty Attitudes in Online Games. International Journal of Organizational Innovation, 2(2), 133-142.
  • Chou, Y. K. (2013). Octalysis: Complete gamification framework. Yu-Kai Chou & Gamification.
  • Costa, J. P., Wehbe, R. R., Robb, J., & Nacke, L. E. (2013). Time’s Up: Studying Leaderboards For Engaging Punctual Behaviour. Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications (s. 26-33). Toronto: ACM Digital Library.
  • Crumlish, C., & Malone, E. (2015). Designing Social Interfaces: Principles, Patterns and Practices for Improving The User Experience. Sebastopol, A.B.D: O'Reilly Media.
  • de Lange, P., Suwardy, T., & Mavondo, F. (2003). Integrating a Virtual Learning Environment into an Introductory Accounting Course: Determinants of Student Motivation. Accounting Education, 12(1), 1-14.
  • Deloitte . (2012, Ağustos 30). Deloitte Leadership Academy Launches New Leadership Content with Gamification Mechanics. Şubat 03, 2017 tarihinde Deloitte Digital: http://www.deloittedigital.com/au/news/deloitte-leadership-academy-launches-new-leadership-content adresinden alındı.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, Eylül). From Game Design Elements to Gamefulness: Defining Gamification. MindTrek, 8, 28-30.
  • Coronado Escobar, J. E., & Vasquez Urriago, A. R. (2014, October). Gamification: an Effective Mechanism to Promote Civic Engagement and Generate Trust?. Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance, 514-515.
  • Ewais, S., & Alluhaidan, A. (2015). Classification of Stress Management mHealth Apps Based on Octalysis Framework.
  • Fitz-Walter, Z. A. (2013). A Brief History of Gamification. Aralık 24, 2016 tarihinde Zefcan: http://zefcan.com/2013/01/a-brief-history-of-gamification/ adresinden alındı.
  • Frand, J. L. (2000). The Information Age Mindset: Changes in Students and Implications for Higher Education. Educause Review, 35(5), 15-24.
  • Goosen, K. R. (1974). The Business Game: A New Approach to Managerial Accounting. Simulations, Games and Experiential Learning Techniques, 1, 167-172.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
  • Kapp, K. M. (2012). Games, Gamification, and the Quest for Learner Engagement. Training and Development, 66(6), 64-68.
  • Kotini, I., & Tzelepi, S. (2015). A Gamification-Based Framework for Developing Learning Activities of Computational Thinking. T. Reiners, & L. C. Wood (Dü) içinde, Gamification in Education and Business (s. 221). Switzerland: Springer Int. Publ.
  • Krom, C. L. (2012). Using FarmVille in An Introductory Managerial Accounting Course to Engage Students, Enhance Comprehension, and Develop Social Networking Skills. Journal of Management Education, 36(6), 848-865.
  • Landers, R. N., & Landers, A. K. (2015). An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simulation & Gaming, 45(6), 769-785.
  • Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological Theory and the Gamification of Learning. T. Reiners, & L. C. Wood (Dü) içinde, Gamification in Education and Business (s. 165-186). Switzerland: Springer International Publishing.
  • McEacharn, M. (2011). Game Play in The Learning Environment: Who Wants to be An Accountant? Lawyer? Economist? Accounting Education, 14(1), 95-101.
  • Meister, J. C. (2013, Ocak 02). How Deloitte Made Learning a Game. Şubat 03, 2017 tarihinde Harvard Business Review: https://hbr.org/2013/01/how-deloitte-made-learning-a-g adresinden alındı.
  • Moncada, S. M., & Moncada, T. P. (2014). Gamification of Learning in Accounting Education. Journal of Higher Education Theory and Practice, 14(3), 9-19.
  • Nitkin, M. R. (2011). "Game of Business" a Game for Use in Introductory Accounting. The Accounting Educators' Journal, 21, 131-152.
  • Poole, S., Kemp, E., Patterson, L., & Williams, K. (2014). Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation Y. Journal for Excellence in Business Education, 3(2).
  • Prensky, M. (2001, Ekim). Digital Natives, Digital Immigrants. On The Horizon, 9(5), 1-6. Proserpio, L., & Gioia, A. D. (2007). Teaching The Virtual Generation. Academy of Management Learning & Education, 6(1), 69-80.
  • Richter, G., Raban, D. R., & Rafaeli, S. (2015). Studying Gamification: The Effect of Rewards and Incentives on Motivation. T. Reiners, & L. C. Wood (Dü) içinde, Gamifi cation in Education and Business (s. 21-46). Switzerland: Springer International Publishing.
  • Rughinis, R. (2013). Gamification of Productive Interaction: Reading and Working with The Gamification Debate in Education. Iberian Conference on Information Systems & Technologies. 1, s. 486. Portekiz: IEEE Xplore.
  • Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2013). Psychological perspectives on motivation through gamification. Interaction Design and Architecture(s) Journal, 19, 28-37.
  • Sanchez-Gordón, M. L., Colomo-Palacios, R., & Herranz, E. (2016, September). Gamification and Human Factors in Quality Management Systems: Mapping from Octalysis Framework to ISO 10018. In European Conference on Software Process Improvement, Springer International Publishing, 234-241.
  • Sera, L., & Wheeler, E. (2017). Game On: The Gamification of Pharmacy Classroom. Currents in Pharmacy Teaching and Learning, 1(1), 155-159.
  • Shanklin, S. B., & Ehlen, C. R. (2007). Using The Monopoly Board Game As An In-Class Economic Simulation In The Introductory Financial Accounting Course. Journal of College Teaching & Learning, 4(11), 65-72.
  • Suriano, J. (2014, Kasım 10). Postmortem: Accounting + Gamification. Şubat 03, 2017 tarihinde Medium: https://medium.com/@jasonsuriano/postmortem-innovation-in-elearning-2d0b58af4021#.9twm38aoa adresinden alındı.
  • Van Der Heijden, H. (2016). Gamification in accounting: developing a social network game for the first accounting module. Annual Conference of the British Accounting & Finance Association (BAFA). BAFA.
  • Wang, H., & Sun, C. T. (2011). Game Reward Systems: Gaming Experiences and Social Meanings. DiGRA'11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play. 6, s. 1-12. DiGRA/Utrecht School of the Arts.
  • Watty, K., McKay, J., & Ngo, L. (2016). Innovators or Inhibitors? Accounting Faculty Resistance to New Educational Technologies in The Higher Education. Journal of Accounting Education, 36, 1-15. Werbach, K., & Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business. Pennsylvania: Wharton Digital Press. Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. New York: O'Reilly Media.
Toplam 41 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İşletme
Bölüm ANABÖLÜM
Yazarlar

Burak Özdoğan

Tuna Can Güleç Bu kişi benim

Rabia Aktaş

Yayımlanma Tarihi 8 Haziran 2018
Gönderilme Tarihi 19 Haziran 2017
Yayımlandığı Sayı Yıl 2018 Cilt: 20 Sayı: 1

Kaynak Göster

APA Özdoğan, B., Güleç, T. C., & Aktaş, R. (2018). OYUNLAŞTIRMANIN MUHASEBE EĞİTİMİNDE KULLANIMI, PİLOT PROJE: “HESAP GÜNÜ”. Muhasebe Bilim Dünyası Dergisi, 20(1), 179-201. https://doi.org/10.31460/mbdd.322509