Abstract
The objective of this study is to assess the effectiveness of an accounting videogame with regard to attributes, motivation, and learning outcomes. Results show that, regarding attributes, most of them were favourably assessed, being the most valued those related to fun, engagement and the provision of clear information about the goals while the less valued were those regarding feedback. For motivation, results show that also participants perceive the learning experience as motivating, with a particular focus on enjoyment and sense of success. And regarding learning outcomes, results show the highest values meaning that students perceive that they are learning with the experience and achieving their objectives.
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