Challenges in Implementing Game-based Learning in Accounting Education: A Scoping Review.

Authors

DOI:

https://doi.org/10.34190/ecgbl.20.1.5211

Keywords:

Accounting Education, Digital Games, Game-based Learning, HEIs, ICT Scoping review.

Abstract

Digital technologies have become essential tools in advancing Game-based Learning (GBL), bringing about transformational education whilst accelerating the United Nations Agenda 2030. To contribute to the achievement of Quality Education as prescribed in the Sustainable Development Goal (SDG 4), inclusive access to technology alone is not sufficient. An integrative approach that is not only effective in promoting lifelong skills development in the classroom and beyond is required to accelerate the continuous integration of Information and Communication Technology (ICT) and the effective implementation of GBL in the curriculum. However, the integration of GBL in education, specifically in Accounting Education, remains an underutilised emerging pedagogy. The challenges associated with implementing GBL technologies are also not well understood. This consequently hinders proactive measures in addressing them. The central argument this study makes is that without a clear pedagogical approach to accounting education, students’ learning skills can be challenged, which in turn affects equitable access to transformative technological education necessary to effectively support students’ academic success and advancement of innovative pedagogical practices. This study draws on a constructive theoretical framework to unlock the experiential significance of GBL in Higher Education Institutions (HEIs). A qualitative study adopting a scoping literature review on digital GBL in Accounting education guided the exploration of the implementation impact of GBL, as well as the challenges experienced by Accounting instructors in its adoption. The main finding of the study revealed that GBL in Accounting is critical despite existing negative perceptions of its effective adoption as a pedagogical tool. The study argues that the experiential nature of GBL necessitates the alignment of game designs with pedagogical principles in line with educators' and students' diverse teaching and learning styles to better enhance accounting education academic experiences.

Author Biographies

Sky Mkuti, Emeris, Faculty of Humanities

Sky Mkuti is a Senior Lecturer - Research in International Relations and Political Studies, at Emeris, Faculty of Humanities, South Africa, and a Research Associate for Sol Plaatjie University (SPU). She holds a PhD in Political Sciences from the University of South Africa (UNISA), and a Master’s degree from the University of Pretoria. Her multidisciplinary research interests pertain to Agenda 2063 and Agenda 2030 Sustainable Development Goals (SDGs) including but are not limited to the advancement of Quality Education (SDG4) as well as Peace, Justice, and Strong Institutions (SDG 16). Driven by profound passion for US-world relations, national security and counterterrorism, she has written extensively across these fields.

Sthabile Mbonambi, Emeris

Sthabile Mbonambi (https://orcid.org/0000-0002-5446-9416) is a Lecturer at Emeris. She is a chartered accountant who holds a postgraduate degree in Accounting from Rhodes University. Her research interests include game-based learning, the digitisation of accounting education, complex adaptive systems, and adapting pedagogy for optimal learning.

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Published

2026-09-28