Will game-based learning enhance performance?
DOI | https://doi.org/10.1108/IJAIM-07-2021-0136 |
Published date | 13 September 2021 |
Date | 13 September 2021 |
Pages | 651-668 |
Subject Matter | Accounting & finance,Accounting/accountancy,Accounting methods/systems |
Author | Siew H. Chan,Qian Song,Pailin Trongmateerut,Laurie H. Rivera |
Will game-based learning
enhance performance?
Siew H. Chan
University of North Georgia, Dahlonega, Georgia, USA and
Thammasat University, Bangkok, Thailand
Qian Song
Rochester Institute of Technology, Rochester, New York, USA
Pailin Trongmateerut
Thammasat University, Bangkok, Thailand, and
Laurie H. Rivera
Retired, Kalamazoo, Michigan, USA
Abstract
Purpose –Extending the study of Chan et al. (2016), this paper aims to focus on specific aspects of
performance (conceptual and factual knowledge) to provide insightinto whether computer game attributes
designedinto Prrinciples Aren’t That Hard (PATH) improve performance.
Design/methodology/approach –A between-subjects experimentis conducted to test the hypotheses.
The experimentaland control groups are PATH and traditional paper medium, respectively.
Findings –The results reveal that PATH users perform better on the conceptual knowledge questions
compared to the traditional paper medium users. No significant difference in performance on the factual
knowledge(computational) questions is found between PATH and traditionalpaper medium users.
Research limitations/implications –This study demonstrates that PATH creates an engaging
learning environment, which facilitatesthe acquisition of conceptual knowledge and improved (conceptual)
performance. Research can investigate whether technology may be used to facilitate automation of
computational tasks which downplay the importance of computational skills (factual knowledge)and focus
on the design of computer game attributes in educational or training programs to enhance conceptual
knowledgeand (conceptual) performance.
Practical implications –The findings of this study will assist educators and educational technology
developers to identify and design motivation-enhancing computer game features to promote rememberand
understandcognitive processes which improve (conceptual)performance.
Originality/value –Game-basedlearning serves as the underlying theoretical frameworkfor the design of
PATH used in an experimentalstudy to examine the positive effects of motivation-enhancingcomputer game
attributes on remember and understand cognitive processes whichfacilitate (conceptual) performance. This
study also uses separate measures of performance; that is, conceptual and factual knowledge, to provide
additionalinsight into the findings of Chan et al. (2016).
Keywords Performance, Game-based learning, Conceptual knowledge,
Educational computer games, Factual knowledge
Paper type Research paper
1. Introduction
Utilization of educational technology in higher education was primarily a personal choice of
instructors prior to the COVID-19 pandemic (Fogarty, 2020). Digital technology, cloud meeting
platforms and social networking sites have become imperative solutions for communication
Game-based
learning
Received7 July 2021
Revised15 August 2021
Accepted20 August 2021
InternationalJournal of
Accounting& Information
Management
© Emerald Publishing Limited
1834-7649
DOI 10.1108/IJAIM-07-2021-0136
The current issue and full text archive of this journal is available on Emerald Insight at:
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and socialization (Khobzi and Teimourpour, 2014), especially during the pandemic. While
educators worldwide have adopted digital platforms for online course delivery and academic
activities (Liu, 2021), higher education institutions constantly face the challenging task of
enhancing the quality of learning and course delivery to meet societal expectations on costs,
efforts, competencies and educational outcomes (Pasewark, 2020). Thus, research is needed to
provide insight into the design and implementation of technological tools for improving
teaching methods to enhance engagement in learning (Apostolou et al.,2017;Sangster et al.,
2020).
Chan et al. (2016) design a computerized program named Prrinciples Aren’t That Hard
(PATH) to examine whether game-based features incorporated into the program can
promote intrinsic motivation and performance. The findings indicate that PATH users
exhibit the highest intrinsic motivation which increases system usage compared to
Blackboard and traditional paper medium users. Perceived usefulness, a type of extrinsic
motivation, also enhances intrinsic motivation which further increases system use.
Additional results reveal that perceived competence fully mediates the effectof system use
on performance (Chan et al.,2016). Further, Chan et al. (2016) assess performance via 10
questions administeredat the start of the semester (prior to exposure to the course materials)
and the same 10 questions at the end of the semester. While these questions are designedto
test the participants’knowledge of the course materials, they do not focus on a specific
aspect of performance. Building on the study of Chanet al. (2016), the present research uses
10 questions to test the participants’conceptual and factual knowledge and investigates
whether the motivation-enhancing computer game attributes designed into PATH will
result in improved conceptual and factual knowledge performance (compared to the
traditional papermedium).
Gamification pertains to the utilization of a game-based concept to develop innovative
features to stimulate a game mindset to increase users’motivation to engage in problem-
solving and learning (Kapp, 2012). The pedagogical attributes of gamification include
application in the educational context to facilitate learning, design of innovative game
features, social interactions in a game context to encourage user motivation and
involvement and development of critical thinking skills which enhance learning (Kapp,
2012). Consistent with the gamification concept, this research incorporates interesting
computer game features (such as lives and scores) into PATH to create a game-based
learning environment to enhance remember and understand cognitive processes for
effective knowledgeacquisition.
Conceptual knowledge entails knowledge of classifying attributes, generalizing
principles and applying theories, models and frameworks in discipline-specific contexts
(Krathwohl, 2002). Conceptual knowledge acquisition operates at a deep level (Star, 2005).
The motivation-enhancing computer game features designed into PATH may promote
remember and understandcognitive processes, leading to conceptual knowledgeacquisition
and improved performance.
Procedural knowledge is acquired superficially if the procedures or sequence of actions
are followed (Star and Stylianides, 2013). This type of procedural knowledge is similar to
factual [1] knowledge of definitions of terms and the specific details and attributes for
problem-solving (Krathwohl, 2002). Students may acquire factual knowledge at a surface
level if the introductory financial accounting course is delivered with a focus on
computational skills which require students to plug in the values of variables into a formula
and follow specific steps for solving computational problems. This study posits that factual
knowledge acquired superficially is unlikely to have long-term positive performance effects.
Since factual knowledge may be acquired via rote learning or memorization of the procedures
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