The Fast-Thinkers Game as a Grade 12 accounting and mathematics interdisciplinary teaching and learning tool

Background: Tertiary institutions require Grade 12 learners to have essential skills for accounting careers. The lack of these skills challenges South Africa’s higher education system to produce workplace-ready graduates. This article introduces the Fast-Thinkers Game, a board game to enhance Grade 12 learners’ accounting and math skills. Aim: This article presents the development of the Fast-Thinkers Game, a board game-based learning (GBL) intervention designed to enhance the subject knowledge and skills of Grade 12 learners in accounting and mathematics. Setting: The intervention was tested with 176 Grade 12 learners from Quintile 1–3 schools in the Free State province during the 2024 Free State Finance and Accounting Sector Education and Training and South African Institute of Chartered Accountants Development Camp. Methods: Drawing inspiration from popular games, such as 30 Seconds and Monopoly, the study employed a quantitative research approach within the Design-Science Research framework. Learner perceptions were assessed through questionnaires containing both open-ended and closed-ended questions, using an open coding strategy for analysing qualitative data and SPSS software for analysing quantitative data. Results: Results demonstrated that learners not only enjoyed the gaming experience but also improved verbal communication, reading, short-term memory, teamwork, engagement, and time management skills while gaining enhanced understanding of mathematics and accounting terminology. Conclusion: These positive outcomes suggest the Fast-Thinkers Game represents a viable learning intervention for teachers and curriculum developers. Contribution: This study provides a novel board GBL intervention that addresses essential skill gaps in Grade 12 learners, providing teachers with an engaging tool to enhance both subject knowledge and transferable skills necessary for tertiary education success in accounting programmes.

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Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2026-02-01
DOI
https://doi.org/10.4102/ajoted.v%vi%i.123
Primary Topic
Accounting Education and Careers
Type
article
Field-Weighted Citation Impact
0.00
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article

The Fast-Thinkers Game as a Grade 12 accounting and mathematics interdisciplinary teaching and learning tool

J. Rossouw, Elmarie Goodchild, Hendri Theron, Aletta D. Koekemoer et al.
SHILAP Revista de lepidopterología
Accounting Education and Careers
article

The Fast-Thinkers Game as a Grade 12 accounting and mathematics interdisciplinary teaching and learning tool

J. Rossouw, Elmarie Goodchild, Hendri Theron, Aletta D. Koekemoer, Kobus Swanepoel, Celesté Brittz
article en

Abstract

Background: Tertiary institutions require Grade 12 learners to have essential skills for accounting careers. The lack of these skills challenges South Africa’s higher education system to produce workplace-ready graduates. This article introduces the Fast-Thinkers Game, a board game to enhance Grade 12 learners’ accounting and math skills. Aim: This article presents the development of the Fast-Thinkers Game, a board game-based learning (GBL) intervention designed to enhance the subject knowledge and skills of Grade 12 learners in accounting and mathematics. Setting: The intervention was tested with 176 Grade 12 learners from Quintile 1–3 schools in the Free State province during the 2024 Free State Finance and Accounting Sector Education and Training and South African Institute of Chartered Accountants Development Camp. Methods: Drawing inspiration from popular games, such as 30 Seconds and Monopoly, the study employed a quantitative research approach within the Design-Science Research framework. Learner perceptions were assessed through questionnaires containing both open-ended and closed-ended questions, using an open coding strategy for analysing qualitative data and SPSS software for analysing quantitative data. Results: Results demonstrated that learners not only enjoyed the gaming experience but also improved verbal communication, reading, short-term memory, teamwork, engagement, and time management skills while gaining enhanced understanding of mathematics and accounting terminology. Conclusion: These positive outcomes suggest the Fast-Thinkers Game represents a viable learning intervention for teachers and curriculum developers. Contribution: This study provides a novel board GBL intervention that addresses essential skill gaps in Grade 12 learners, providing teachers with an engaging tool to enhance both subject knowledge and transferable skills necessary for tertiary education success in accounting programmes.

SHILAP Revista de lepidopterología
University of the Free State (ZA)
Quality Education
Openalex Percentile: Top 68%
Accounting Education and Careers
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