Edited by Caroline Elliott, Jon Guest and Elinor Vettraino
Chapter 4: Creating a monster: developing a mobile digital game application for accounting courses
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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