Games, Simulations and Playful Learning in Business Education
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Games, Simulations and Playful Learning in Business Education

Edited by Caroline Elliott, Jon Guest and Elinor Vettraino

Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.
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Chapter 4: Creating a monster: developing a mobile digital game application for accounting courses

Matt Davies, David Yates, Martin Potts and Frances Rosairo

Abstract

Smartphone ownership and use is at an all-time high, resulting in changes in how leisure time is used for individuals. While smartphone use can present a distraction for students, it also presents opportunities to take education into new spaces, taking advantage of student affinity to this medium. With this in mind, we outline the development of an accounting-themed mobile application: ‘Count FEFE’, which at the time of writing has almost 10,000 users globally. We discuss the development of the application, along with the consideration of a stealth learning approach in the software design features. We show that feedback so far has been largely positive, and that the application continues to be developed into a more sophisticated learning tool for educators and students alike.

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