Implementación de videojuegos y simuladores en la Enseñanza Universitaria sobre Finanzas y Contabilidad. La opinión del profesorado
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Se reconoce la trascendencia de la industria de los videojuegos en la actualidad tanto en términos de facturación cuanto al elevado uso de los mismos por parte de la población en general. Desde la perspectiva académica, se propone una taxonomía de tipos de videojuegos de temática económica. El objetivo principal de este estudio es valorar el nivel de operatividad de los videojuegos y de los simuladores en el diseño curricular de Finanzas y Contabilidad en la Enseñanza Superior española. En estudios previos, se han consignado las competencias, el interés y la capacitación del alumnado para el empleo de estos materiales. Ahora se evalúa la experiencia de los docentes con videojuegos y su posible introducción en los contenidos de los programas de las asignaturas de las materias señalas. El juicio del profesorado se ha obtenido con técnicas de muestreo mediante el procedimiento de encuestas. Grosso modo, los resultados revelan que mayoritariamente el profesorado es partidario de la inclusión de videojuegos y simuladores en la docencia, pero se advierten inconvenientes y se añaden pormenores.
The importance of the video game industry today is recognized in terms of billing and the high use of video games by the general population. From an academic perspective, is proposed a taxonomy of different types of video games within the economic area. The main objective of this study is to assess the level of operability of video games and simulators in the curricular design of Finance and Accounting in Higher Education in Spain. In previous studies, the skills, interest, and training of students have been stablished for the use of these materials. Now, in this study is evaluated the teacher´s experience with video games and their possible introduction in the contents of the syllabus of the subjects of Finance and Accounting. The judgment of the teaching staff has been obtained with sampling techniques through the survey procedure. Usually, the results reveal that most of teachers agree with the inclusion of video games and simulators in their classes, but drawbacks are noted and details are added.
The importance of the video game industry today is recognized in terms of billing and the high use of video games by the general population. From an academic perspective, is proposed a taxonomy of different types of video games within the economic area. The main objective of this study is to assess the level of operability of video games and simulators in the curricular design of Finance and Accounting in Higher Education in Spain. In previous studies, the skills, interest, and training of students have been stablished for the use of these materials. Now, in this study is evaluated the teacher´s experience with video games and their possible introduction in the contents of the syllabus of the subjects of Finance and Accounting. The judgment of the teaching staff has been obtained with sampling techniques through the survey procedure. Usually, the results reveal that most of teachers agree with the inclusion of video games and simulators in their classes, but drawbacks are noted and details are added.