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In Event: Effective Learning Strategies Poster Session B
In Poster Session: Poster Sessions B: Room 2
The professional accounting job markets demands hybrid skills in individuals that are composed by hard. Educational institutions must add the development of soft skills to the typically taught hard skills. New pedagogy methodology are be adding in the classroom to supply this demand. One of these methodologies is the use of serious game. However, the serious games effect has been underexplored. Studies affirm that serious games develop hybrid skills, but not explain how the games helped on this development. We presume that serious games create a hybrid skills environment that can promote space for students practice their hybrid skills. This practice results in a hybrid skills development. Then, the objective of this research is to develop a conceptual framework that demonstrates how the serious games environment effect the accounting hybrid skills. Game-based learning (GBL) pedagogies, social characteristics of experiential learning theory (ELT), and results of empirical research structured the framework using design-based research methodology. There are three environment dimensions that serious games can create for hybrid skills practice: practical, social and reflective. Each dimension needs specifics GBL and ELT characteristics and focus on specific hybrid skills. This study impact professors, students, accounting education and serious game teach method.