Abstract

All is altered by technology. Every aspect of our lives is now, in one way or another, heavily dependent on or seamlessly improved by technology. Different technology media, channels and resources, especially in the higher education, have greatly affected the method of pedagogy in recent years. First was computer-based learning, which has replaced most of the traditional way in reading, learning and test taking. This include the use of electronic books, videos and the computer-based exams. On the other hand, gamification has been able to enhance students' understanding of learning. From the usual monotonous reading to the recollection of a enjoyable game-like experience, which gives them the feeling of pleasure instead of pressure. The students undertaking accounting classes have a great deal to learn basic accounting including debit and credit principles – a double entry accouting system method, which are one of the essentiaal and important to the skills they have in the real world, and yet they can be repetitive, boring and tearful. The CREB1T application aimed to tackle this issue by incorporating gamification approach in the lesson and deploy it on a mobile application, a platform where most millenials students are receptive with. And since it’s on mobile students may able to learn it anywhere during their spare time giving them freedom to suit their study habit.

Highlights

  • Pedagogical method has been greatly affected by various technology media, channels and tools, especially at the higher education level [1]

  • Online classrooms first are very useful for long distance learning, due to the emergence of software as service scheme, online classroom have become essential addition to the regular classroom

  • To reduce the ‘scarcity’ tools, this research aimed to gives another channel to students in learning basic accounting such as debit and credit concept in bookkeeping

Read more

Summary

Introduction

The computer-based learning that have replaced most of the traditional pen and paper-based way. These including computer-based test and usage of electronics books. Online classrooms first are very useful for long distance learning, due to the emergence of software as service scheme, online classroom have become essential addition to the regular classroom. Many resources such as notes, books and video recordings are available for students via online groups giving them tremendous flexibility in learning and reviewing the materials [2] [3]

Objectives
Methods
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call