ComAcc Card / Nur Syafiqah Hussin … [et al.]

This study is directed towards the effectiveness of gamification intervention to the traditional teaching and learning methods among non-accounting students in higher education. This study is not rather to support a single approach in teaching and learning process but to study the effectiveness of t...

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Main Authors: Hussin, Nur Syafiqah, Awang, Naqiah, Najid, Nurul Afzan, Md Pauzi, Suria Fadhillah
Other Authors: Ismail, Shafinar
Format: Book Section
Language:English
Published: Division of Research and Industry Linkages 2017
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/47935/1/47935.pdf
https://ir.uitm.edu.my/id/eprint/47935/
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Institution: Universiti Teknologi Mara
Language: English
id my.uitm.ir.47935
record_format eprints
spelling my.uitm.ir.479352021-08-24T03:42:34Z https://ir.uitm.edu.my/id/eprint/47935/ ComAcc Card / Nur Syafiqah Hussin … [et al.] Hussin, Nur Syafiqah Awang, Naqiah Najid, Nurul Afzan Md Pauzi, Suria Fadhillah Accounting. Bookkeeping Study and teaching. Research Learning. Learning strategies Higher Education This study is directed towards the effectiveness of gamification intervention to the traditional teaching and learning methods among non-accounting students in higher education. This study is not rather to support a single approach in teaching and learning process but to study the effectiveness of the gamification as an intervention to the traditional method among non-accounting student in higher education. Gamification is expected to make students hooked by the idea of the game and make them engaged in the game's idea and activity, which eventually allowing the possibility of learning. The features of the game encourage curiosity and exploration to enhance engagement and improving content comprehension. At the end of the process the students will be rewarded with knowledge and skills that the game offered. The game called as ComAcc Card is triggered by the importance of students’ ability to memorize items for each component in accounting. Failure to do so will affect the process of preparation of financial statements, which is part of the course requirements. The game is expected to strengthen the students' ability to classify items according to its components in accounting. Thus, the study will compare performance of the students before and after the gamification intervention following the execution of traditional method in classroom. Division of Research and Industry Linkages Ismail, Shafinar Mahphoth, Mohd Halim Abas, Aemillyawaty Mohd Radzi, Fazlina Alias, Aidah Jamil, Ilinadia Hassan, Nor Yus Shahirah Shaari, Shafirah Zahari, Farihan 2017 Book Section PeerReviewed text en https://ir.uitm.edu.my/id/eprint/47935/1/47935.pdf ID47935 Hussin, Nur Syafiqah and Awang, Naqiah and Najid, Nurul Afzan and Md Pauzi, Suria Fadhillah (2017) ComAcc Card / Nur Syafiqah Hussin … [et al.]. In: Melaka International Intellectual Exposition (MIIEX 2017). Division of Research and Industry Linkages, Alor Gajah, Melaka.
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Accounting. Bookkeeping
Study and teaching. Research
Learning. Learning strategies
Higher Education
spellingShingle Accounting. Bookkeeping
Study and teaching. Research
Learning. Learning strategies
Higher Education
Hussin, Nur Syafiqah
Awang, Naqiah
Najid, Nurul Afzan
Md Pauzi, Suria Fadhillah
ComAcc Card / Nur Syafiqah Hussin … [et al.]
description This study is directed towards the effectiveness of gamification intervention to the traditional teaching and learning methods among non-accounting students in higher education. This study is not rather to support a single approach in teaching and learning process but to study the effectiveness of the gamification as an intervention to the traditional method among non-accounting student in higher education. Gamification is expected to make students hooked by the idea of the game and make them engaged in the game's idea and activity, which eventually allowing the possibility of learning. The features of the game encourage curiosity and exploration to enhance engagement and improving content comprehension. At the end of the process the students will be rewarded with knowledge and skills that the game offered. The game called as ComAcc Card is triggered by the importance of students’ ability to memorize items for each component in accounting. Failure to do so will affect the process of preparation of financial statements, which is part of the course requirements. The game is expected to strengthen the students' ability to classify items according to its components in accounting. Thus, the study will compare performance of the students before and after the gamification intervention following the execution of traditional method in classroom.
author2 Ismail, Shafinar
author_facet Ismail, Shafinar
Hussin, Nur Syafiqah
Awang, Naqiah
Najid, Nurul Afzan
Md Pauzi, Suria Fadhillah
format Book Section
author Hussin, Nur Syafiqah
Awang, Naqiah
Najid, Nurul Afzan
Md Pauzi, Suria Fadhillah
author_sort Hussin, Nur Syafiqah
title ComAcc Card / Nur Syafiqah Hussin … [et al.]
title_short ComAcc Card / Nur Syafiqah Hussin … [et al.]
title_full ComAcc Card / Nur Syafiqah Hussin … [et al.]
title_fullStr ComAcc Card / Nur Syafiqah Hussin … [et al.]
title_full_unstemmed ComAcc Card / Nur Syafiqah Hussin … [et al.]
title_sort comacc card / nur syafiqah hussin … [et al.]
publisher Division of Research and Industry Linkages
publishDate 2017
url https://ir.uitm.edu.my/id/eprint/47935/1/47935.pdf
https://ir.uitm.edu.my/id/eprint/47935/
_version_ 1709671385489473536