Abstract
In the field of bookkeeping and accounting, a phenomenon has
occurred in which people have negative impressions of bookkeeping and accounting,
which leads to dislike and a sense of inadequacy, resulting in loss of interest in
bookkeeping and accounting and no proactive learning or activities. Therefore, in
this study, we aimed to clarify the effect that a game-based learning program
incorporating newly developed gamification teaching materials has on impressions
of bookkeeping and accounting. As a result, it became clear that game learning has
the effect of improving some impressions and suppressing negative impressions of
accounting. This shows that the introduction of game learning has the potential to
change the current situation in which people have a dislike or a sense of inadequacy
toward bookkeeping and accounting. Furthermore, it also shows the possibility that
game learning can be applied to fields with essentially similar issues, such as climate
anxiety, which has become apparent in relation to the SDGs.