Popis: |
Developing qualitative human capacity of accounting remained a challenge to our modern tertiary institutions, this is primarily due to a lack of adequate practical support staff, poor renumeration of the staff, and employment of unqualified lecturers. these challenges can be minimized by paradigm shift from lecturer centered to student centered pedagogy. The adoption of gamification elements/theories/techniques seems promising. This study systematically reviewed some related articles on the use of gamification elements/ theories/ techniques to curtailed the challenges. PRISMA was used in four databases (Web of Science, EBSCO, Taylors & Francis, and Scopus), coupled with google scholar. 44 related articles were retrieved and after inclusion/exclusion criteria, 18 articles were considered in the study. According to the findings of the study, gamification elements/theories/techniques have a substantial impact on students' motivation to learn, which leads to engagement and, eventually, improved knowledge retention and understanding, with leaderboard, points, and self-determination as the most effective element, technique, and theory. |