EFFECTS OF GAMIFICATION ON THE TEACHING AND LEARNING PROCESS OF UNDERGRADUATE STUDENTS IN ACCOUNTING SCIENCES AND ADMINISTRATION
Active Methodologies. Gamification. Teaching-learning. Accounting. Management and Business.
This research aims to investigate the effects of gamification on the teaching-learning process of undergraduatestudents in Accounting and Administration, analyzing how the integration of game elements in teaching can influence engagement, motivation and academic performance in disciplines. accounting. It is justified by the need to empirically explore students' perceptions and experiences in relation to gamification and their academic results. As a methodology, a Monoply-type board game will be applied with students from the 3rd period of the Accounting and Administration Courses at a private college, duly enrolled in the period 2024.1 in the disciplines of Intermediate Accounting and Accounting Applied to Administration, respectively, where the analysis The data collection will be carried out by triangulating the information collected using focus group techniques, individual questionnaires and research observations. Gamification is expected to significantly improve student engagement and motivation, resulting in better academic performance. Furthermore, it is expected to identify good practices and possible challenges in implementing gamification in higher education. The results could serve as a basis for future research and for the implementation of gamified strategies in other disciplines in the area of management and business.