Building an educational adventure game: theory, design, and lessons
Journal of Interactive Learning Research
Growing up Digital: The Rise of the Net Generation
Growing up Digital: The Rise of the Net Generation
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Global Perspectives on Information, Communication, and E-Commerce
Journal of Management Information Systems
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Stakeholders encourage accounting educators to provide active learning opportunities, to integrate the creative use of technology into the curriculum, and to emphasize learning by doing. The principles of good teaching practice can use technology to promote active learning, to provide prompt feedback to students, to increase student time on task, and to make learning more effective and efficient for the student. Technological tools can permit students to become active participants and can improve student learning by giving students convenient access to review material with immediate feedback. This article describes the use and development of a PowerPoint game in an introductory accounting course managerial accounting that provides the student with immediate feedback and is designed to be accessed by the student outside of the classroom. This technological tool can be used in other undergraduate academic disciplines.