Gamification in accounting learning: As a key factor to learn playing at a University in Peru

The purpose of this study is to establish the influence of educational gamification on accounting learning among accounting students at a Peruvian university. The methodology adopted for this research included accounting students from the Financial Statement Evaluation (28 students) and Business Finance (15 students) courses. Participants were given pre- and post-tests and engaged in educational games such as Cash Flow, financial simulators, and case studies on financial ratio evaluation. A normality test was performed using the Wilcoxon test. The results showed that, according to the statistical tests applied, 93% of students demonstrated significant improvements in learning in the Financial Statement Evaluation course, and 100% reported significant improvements in the Business Finance course. Games such as Cash Flow and Labsag simulators also showed significant improvements in learning in the aforementioned courses. Students exhibited increased motivation, commitment, and understanding of the course material. Therefore, it is concluded that gamification has led to significant improvements in accounting learning among students at a university in Peru.

Authors

Institutions

Publication Details

Journal
Edelweiss Applied Science and Technology
Published
2025-09-26
DOI
https://doi.org/10.55214/2576-8484.v9i9.10227
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in accounting learning: As a key factor to learn playing at a University in Peru

Paola Corina Julca García, David De la Cruz-Montoya, Lorenzo Zavaleta Orbegoso, Iris López Vega
Edelweiss Applied Science and Technology
Educational Games and Gamification
article

Gamification in accounting learning: As a key factor to learn playing at a University in Peru

Paola Corina Julca García, David De la Cruz-Montoya, Lorenzo Zavaleta Orbegoso, Iris López Vega
article en

Abstract

The purpose of this study is to establish the influence of educational gamification on accounting learning among accounting students at a Peruvian university. The methodology adopted for this research included accounting students from the Financial Statement Evaluation (28 students) and Business Finance (15 students) courses. Participants were given pre- and post-tests and engaged in educational games such as Cash Flow, financial simulators, and case studies on financial ratio evaluation. A normality test was performed using the Wilcoxon test. The results showed that, according to the statistical tests applied, 93% of students demonstrated significant improvements in learning in the Financial Statement Evaluation course, and 100% reported significant improvements in the Business Finance course. Games such as Cash Flow and Labsag simulators also showed significant improvements in learning in the aforementioned courses. Students exhibited increased motivation, commitment, and understanding of the course material. Therefore, it is concluded that gamification has led to significant improvements in accounting learning among students at a university in Peru.

Edelweiss Applied Science and TechnologyVol. 9(9)
Universidad Autónoma del Noreste (MX)
Openalex Percentile: Top 71%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Gamification in accounting learning: As a key factor to learn playing at a University in Peru — Paola Corina Julca García, David De la Cruz-Montoya, et al. · Edelweiss Applied Science and Technology (2025) | TGRS Research Map | TGRS