The Effect of Video Games and Video Game Playing Time on the Performance of Computerized Accounting Lesson

IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Feden Koç
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引用次数: 0

Abstract

In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Uşak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study were analyzed with the SPSS 26 statistical analysis program. The findings obtained from the study revealed that the majority of the students played video games for 1-2 hours a day on average and preferred Akınsoft software in the computerized accounting course. Other findings obtained from the study show that playing video games accelerates the learning process, using computer, keyboard, mouse, etc. in computerized accounting course. It has been revealed that it provides practicality in the use of technological tools, provides practicality in the creation of accounting slips, facilitates the detection of errors in incorrectly created accounting slips, and enables the different accounting package programs to be investigated curiously. In addition, another finding obtained within the scope of the study revealed that the duration of playing video games contributed to the academic performance of the computerized accounting course at a low level
电子游戏及游戏时间对会计电算化课成绩的影响
本研究旨在确定电子游戏玩时间对在我校学习电算化会计课程并参加电算化会计课程的学生学业成绩的影响。对研究范围内共70名学生进行问卷调查所得数据,使用SPSS 26统计分析程序进行分析。研究结果显示,大多数学生平均每天玩1-2小时的电子游戏,在电算化会计课程中更喜欢Akınsoft软件。其他研究结果表明,玩电子游戏可以加快学习过程,在电算化会计课程中使用电脑、键盘、鼠标等。据透露,它在使用技术工具方面提供了实用性,在创建会计凭证方面提供了实用性,便于在错误创建的会计凭证中发现错误,并使不同的会计软件包程序能够被好奇地调查。此外,在研究范围内获得的另一项发现显示,玩电子游戏的时间对电算化会计课程的学习成绩的影响程度较低
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来源期刊
CiteScore
19.30
自引率
4.70%
发文量
59
审稿时长
76.7 days
期刊介绍: This journal seeks to foster the sharing of critical scholarly works and information exchange across diverse cultural perspectives in the fields of technology-enhanced and digital learning in higher education. It aims to advance scientific knowledge on the human and personal aspects of technology use in higher education, while keeping readers informed about the latest developments in applying digital technologies to learning, training, research, and management.
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