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Towards Using Mobile Technologies to Digitise a Table-Top Game for Accountancy Students

Published: 30 October 2017 Publication History

Abstract

Literature on teaching and learning indicates that lecturers should constantly amend their teaching methodologies. Responses from the accounting profession indicate that lecturers should absorb the teaching of skills and practical application of theory in their teaching methodologies. Research on teaching methodologies suggests that the use of games in classrooms could address these needs from the accounting profession by actively engaging students with the learning content. The authors of this paper developed a table-top game and consequently assimilated a pilot study on the use of the table-top game as an instrument that amplifies and supplements their existing teaching methodology. The authors previously conducted a pilot study of the table-top game which indicated that by playing the game, students developed skills and actively applied their theoretical knowledge to advance in the game. The pilot study was designed as a locally bound case study. The authors therefore postulate that the use of the table-top game could change the way students learn. The results from the pilot study held that the students would favour a digital component for the next phase of development of the table-top game. This paper therefore address how mobile technology could further the benefits of the table-top game in terms of social aspects, virtually playing the game, and the random generation of game elements with mobile technology.

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mLearn 2017: Proceedings of the 16th World Conference on Mobile and Contextual Learning
October 2017
203 pages
ISBN:9781450352550
DOI:10.1145/3136907
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 30 October 2017

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Author Tags

  1. Digitalization
  2. Games for Learning
  3. Mobile Devices
  4. Table-top Games

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  • National Research Foundation South Africa

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