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Learn Accounting or Die: Case Study on the Production of Accounting Game Application

Shawn Hyuk

Keimyung University

Published: January 2020 · Vol. 24, No. 2 · pp. 101-120

DOI: https://doi.org/10.17287/kbr.2020.24.2.101

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Abstract

Accounting education emphasized repetitive and technical learning in the past, but recently stresses comprehensive thinking skills that affect decision-making process. When learning accounting for the first time, students have difficulty in double entry bookkeeping, which is a great barrier to entry into accounting. In particular, memorization and journalizing of account subjects require repetitive practice, but there are few tools to do this in accounting education field. This study introduces ‘Learn Accounting or Die (LAD)’, an accounting game application that can easily learn account subjects and double entry bookkeeping repeatedly. This study can help accounting educators develop games efficiently and effectively in the future by producing accounting education game applications. In addition, this study shows that a game application using a smart phone possessed by the majority of students can be used as a major tool in new accounting education, alleviating the fear of accounting students about accounting subjects and expanding the scope of accounting education.
Keywords: 회계게임회계어플어플리케이션회계교육스마트폰