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Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting

Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting

Victoria A. Fratto
Copyright: © 2011 |Volume: 7 |Issue: 2 |Pages: 8
ISSN: 1550-1876|EISSN: 1550-1337|EISBN13: 9781613507445|DOI: 10.4018/jicte.2011040102
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MLA

Fratto, Victoria A. "Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting." IJICTE vol.7, no.2 2011: pp.13-20. http://doi.org/10.4018/jicte.2011040102

APA

Fratto, V. A. (2011). Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting. International Journal of Information and Communication Technology Education (IJICTE), 7(2), 13-20. http://doi.org/10.4018/jicte.2011040102

Chicago

Fratto, Victoria A. "Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting," International Journal of Information and Communication Technology Education (IJICTE) 7, no.2: 13-20. http://doi.org/10.4018/jicte.2011040102

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Abstract

Stakeholders encourage accounting educators to provide active learning opportunities, to integrate the creative use of technology into the curriculum, and to emphasize learning by doing. The principles of good teaching practice can use technology to promote active learning, to provide prompt feedback to students, to increase student time on task, and to make learning more effective and efficient for the student. Technological tools can permit students to become active participants and can improve student learning by giving students convenient access to review material with immediate feedback. This article describes the use and development of a PowerPoint game in an introductory accounting course (managerial accounting) that provides the student with immediate feedback and is designed to be accessed by the student outside of the classroom. This technological tool can be used in other undergraduate academic disciplines.

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