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Me M ea as su ur ri in ng g s st tu ud de en nt t p pe er rc ce ep pt t io i on ns s a ab bo ou ut t th t he e u us se e o of f a a c co om mp pu ut te er r p pr ro og gr ra am mm me e as a s a a t te ea ac ch hi i ng n g a ai id d i in n Au A ud di it t in i ng g

Nestene Botha

21090734

Submitted in fulfillment of the requirements for the degree Magister Commercii in Accountancy

at the

Potchefstroom Campus of the North West University

Supervisor: Prof JP Fouché

Co-supervisor: Prof A Nel

January 2014

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ii

ACKNOWLEDGEMENTS

I would like to express my sincere gratitude to the following people and organisations, without which this dissertation would not have been possible:

• My Heavenly Father, for giving me the ability, creativity, strength, courage and human resources to complete this dissertation

• My fiancé, Johan, for his patience, continued assistance and support during the time of this study

• My brother, Ockert-Johan, who provided valuable pre-programming assistance and recommendations, assisted with the animation process, programmed and re- programmed the educational game until all technical clichés were eliminated and provided technical assistance during the experiential group experiment

• My best friend, Elsabe Roux, who developed the animated content for the educational game and provided technical assistance and moral support on the day of the experiment.

• Chante Ollewagen, who assisted with developing the animated content for the educational game.

• My parents, Christoff and Doret, who provided technical and moral support on the day of the experiment and assisted (also academically) me throughout the process of developing and completing both the educational game and dissertation

• My supervisors, Prof. Jaco Fouche and Andre Nel, for their wealth of knowledge, insight, continued support and professional guidance throughout this project

• All the research participants, for offering their valued time to play the educational game, complete the case study and complete the questionnaires

• All my colleagues at the North West University’s School of Accounting Science, for their interest and support and for participating in the pre-test of the educational game and providing valuable feedback

• All my colleagues at CAP Chartered Accountants, for their interest and support.

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iii

• Ms Laetitia Bedeker, for the professional manner in which she conducted the language and reference editing

• Mrs Susan van Biljon, for the professional manner in which she conducted the technical and typographical editing

• Mrs Suria Ellis of the Statistic Consultation Service of North-West University, for her

professional statistical guidance and support

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iv

OPSOMMING

Sleutelwoorde: eksperimentele leer; inligtingstegnologie; rekeningkundige onderwys;

opvoedkundige speletjie; ouditkunde onderwys

Oudit, as ’n sub-vak van die rekeningkunde-dissipline, is inherent ’n moeilike vak om te leer en te onderrig. Die tradisionele onderrig van oudit en rekeningkunde is die bron van talle uitdagings, probleme en kritiek. Oudit dosente het dus ’n verantwoordelikheid om metodes of hulpmiddele te ondersoek wat dosente kan help om hierdie uitdagings, probleme en kritiek die hoof te bied ten einde toekomstige ouditeurs op te lei wat die nodige kennis, begrip en vaardighede het om doeltreffend in die werkplek te funksioneer.

Die primêre doelstelling van hierdie studie was dus om te evalueer of die leer- en onderrigprobleme wat ervaar word doeltreffend aangepak kan word deur die gebruik van

’n opvoedkundige inligtingstegnologiegebaseerde speletjie, wat met verloop van en op grond van hierdie studie ontwikkel is. Die persepsies van derdejaar oudit studente aan Noordwes-Universiteit rakende die gebruik van hierdie speletjie as ’n opvoedkundige hulpmiddel in die onderrig van oudit is aan die hand van ’n vraelys getoets, wat ook as deel van hierdie studie ontwikkel is. Die deelnemers is in ’n eksperimentele en ’n kontrolegroep verdeel. Die eksperimentele groep het die opvoedkundige rekenaarspeletjie gespeel, terwyl die kontrolegroep die gevallestudievraag voltooi het op grond waarvan die opvoedkundige speletjie ontwikkel is. Die studente het daarná dieselfde vraelys voltooi.

Die vernaamste bevindinge van die studie was dat die opvoedkundige rekenaarspeletjie

van gelyke opvoedkundige waarde as die gevallestudiemetode was, terwyl faktore soos

genot, betrokkenheid en motivering hoër aangeslaan is met betrekking tot die

rekenaarspeletjie as die gevallestudiemetode.

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v

ABSTRACT

Keywords: accounting education; auditing education; educational game; experiential learning; information technology

Auditing, as a subset of the accounting discipline, is an inherently difficult subject to learn

and teach. There have been various challenges, problems and criticisms regarding

traditional auditing and accounting education. Auditing lecturers therefore have a

responsibility to investigate methods or aids that can assist lecturers in addressing these

challenges, problems and criticisms in order to educate future auditors who have the

knowledge, understanding and skills to function effectively in the workplace. The primary

objective of this study was therefore to evaluate whether the learning and lecturing

difficulties experienced may be addressed effectively through the use of an educational

auditing information technology-based game, which was developed during the course and

as a result of this study. The perceptions of third-year auditing students at North-West

University regarding the use of this game as an educational aid in auditing education were

tested through a questionnaire that was also developed as part of this study. The study

involved dividing the participants into an experimental and control group. The

experimental group played the educational computer game, while the control group

completed the case question from which the educational game was developed. The

students then completed the same questionnaire. The main findings of the study were that

the educational computer game was equal in educational value to the case method, while

factors such as joy, engagement and motivation were rated higher for the computer game

than for the case method.

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vi

TABLE OF CONTENTS

ACKNOWLEDGEMENTS ... ii

OPSOMMING ... iv

ABSTRACT ... v

TABLE OF CONTENTS ... vi

LIST OF TABLES ... xii

LIST OF FIGURES ... xvii

CHAPTER 1 THE CHALLENGES FACING AUDITING EDUCATION ... 1

1.1 INTRODUCTION ... 1

1.2 AUDITING IN PRACTICE ... 2

1.2.1 What is auditing? ... 2

1.3 AUDITING EDUCATION ... 7

1.3.1 Audit knowledge and skills ... 8

1.3.2 Qualification process for chartered accountants in South Africa ... 9

1.3.3 Auditing as a theoretical subject ... 11

1.3.4 Inherent reasons why students struggle with Auditing as a theoretical subject ... 11

1.3.5 Criticism of traditional auditing education ... 13

1.4 PROBLEM STATEMENT ... 16

1.5 RESEARCH OBJECTIVES ... 16

1.5.1 General objective ... 16

1.5.2 Specific objectives... 16

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vii

1.6 FIELD OF INVESTIGATION ... 17

1.7 RESEARCH METHODOLOGY ... 18

1.7.1 Phase 1: Literate review ... 18

1.7.2 Phase 2: Development of the prototype game ... 18

1.7.3 Phase 3: Empirical study ... 19

1.8 CHAPTER OVERVIEW ... 20

1.9 SUMMARY ... 21

CHAPTER 2 EXPERIENTIAL TEACHING METHODOLOGIES: A POSSIBLE WAY OF ADDRESSING THE CHALLENGES FACING AUDITING EDUCATION ... 23

2.1 INTRODUCTION ... 23

2.2 EXPERIENTIAL TEACHING METHODOLOGY ... 24

2.3 DIFFERENT EXPERIENCE-BASED METHODS ... 26

2.3.1 Annual projects ... 26

2.3.2 Case studies ... 27

2.3.3 Problem-based learning ... 29

2.3.4 Interactive learning ... 30

2.3.5 Simulations ... 31

2.3.6 Role play ... 32

2.3.7 Educational games ... 33

2.3.8 The use of guest lecturers ... 34

2.3.9 Field experience ... 36

2.3.10 Information technology integration ... 37

2.4 CONCLUSION ... 40

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viii

CHAPTER 3 EXPERIENTIAL TEACHING METHODOLOGIES:

CONSIDERATIONS REGARDING IMPLEMENTATION ... 41

3.1 INTRODUCTION ... 41

3.2 RESEARCH CONDUCTED IN TERTIARY EDUCATION IN GENERAL ... 42

3.2.1 Medical education ... 42

3.2.2 Civil engineering ... 42

3.3 RESEARCH CONDUCTED IN ACCOUNTING AND AUDITING EDUCATION ... 43

3.3.1 Case studies ... 43

3.3.2 Simulations ... 45

3.3.3 Educational games... 47

3.3.4 Annual report project ... 49

3.3.5 Problem-based learning ... 50

3.4 CONSIDERATIONS FOR THE DESIGN OF AN EXPERIENTIAL TEACHING AID ... 51

3.5 MOTIVATION FOR THE DESIGN OF AN EDUCATIONAL COMPUTER GAME ... 57

3.6 CONCLUSION ... 59

CHAPTER 4 DESIGN NOTES ON THE USE OF A COMPUTER GAME AS A TEACHING TOOL ... 60

4.1 INTRODUCTION ... 60

4.2 DESIGN PRINCIPLES ... 60

4.2.1 Pedagogy ... 61

4.2.2 Gameplay ... 69

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ix

4.2.3 SUMMARY ... 75

4.3 GOALS OF THE EDUCATIONAL COMPUTER GAME ... 78

4.4 ADDRESSING SPECIFIC DESIGN CONSIDERATIONS ... 82

4.5 CONCLUSION ... 86

CHAPTER 5 DEVELOPING THE EDUCATIONAL GAME ... 87

5.1 INTRODUCTION ... 87

5.2 DETERMINING THE EDUCATIONAL CONTENT ... 88

5.2.1 Learning outcomes ... 89

5.2.2 The teaching plan ... 90

5.2.3 Question paper and memorandum ... 93

5.3 WRITING THE STORYBOARD ... 93

5.4 ANIMATING AND RECORDING THE CONTENT ... 94

5.5 PROGRAMMING THE GAME ... 94

5.6 TESTING AND EVALUATING THE GAME ... 94

5.7 RE-ANIMATION AND RE-PROGRAMMING ... 95

5.8 SUMMARY ... 95

CHAPTER 6 RESEARCH METHODOLOGY AND RESULTS ... 97

6.1 INTRODUCTION ... 97

6.2 SOCIAL EXPERIENTIAL RESEARCH DESIGN ... 97

6.2.1 Ethical considerations ... 98

6.2.2 Validity ... 98

6.2.3 Reliability ... 101

6.2.4 Independent and dependent variables ... 101

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x

6.2.5 Sampling ... 101

6.2.6 Experiential and control group ... 102

6.2.7 Questionnaire ... 103

6.3 REPORTING AND INTERPRETING THE RESULTS ... 105

6.3.1 Descriptive statistics: Answers to Section A of the questionnaire – Background information ... 106

6.3.2 Descriptive statistics: Answers to Section B of the questionnaire – Perceptions regarding auditing education ... 117

6.3.3 Descriptive statistics and frequency analysis: Answers to Section C of the questionnaire – Perceptions regarding the case study and educational game as an educational tool ... 122

6.3.4 Descriptive statistics: Answers to Section D of the questionnaire – Self-assessment with regard to learning outcomes achievement... 143

6.3.5 Descriptive statistics: Answers to Section E of the questionnaire – Perceptions regarding the computer game design ... 148

6.4 SUMMARY ... 162

CHAPTER 7 CONCLUSION AND RECOMMENDATIONS ... 166

7.1 INTRODUCTION ... 166

7.2 GENERAL RESEARCH OBJECTIVE ... 166

7.3 SPECIFIC OBJECTIVES ... 166

7.3.1 Specific objective 1 ... 167

7.3.2 Specific objective 2 ... 168

7.3.3 Specific objective 3 ... 169

7.3.4 Specific objective 4 ... 170

7.3.5 Specific objective 5 ... 173

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xi

7.3.6 Specific objective 6 ... 179

7.3.7 Specific objective 7 ... 180

7.3.8 Limitations of the study ... 186

7.3.9 Areas for further research ... 186

7.3.10 Conclusion... 187

REFERENCE LIST ... 189

APPENDIX A Case question and memorandum ... 210

APPENDIX B Story Board : Audit recall it ... 216

APPENDIX C Student perceptions regarding the use of an educational computer game in auditing education ... 238

APPENDIX D Student perceptions regarding the use of an educational computer game in auditing education ... 250

APPENDIX E Proof of editing ... 265

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xii

LIST OF TABLES

CHAPTER 6 RESEARCH METHODOLOGY AND RESULTS ... 97

Table A.1: Gender ... 106

Table A.2: Age ... 106

Table A.3: Historical year of study ... 107

Table A.4: Qualification ... 108

Table A.5: Module ... 108

Table A.6: Home language ... 109

Table A.7: Occupation ... 110

Table A.8: Marks ... 110

Table A.9: Vacation work experience ... 111

Table A.10: Full-time work experience ... 111

Table A.11: Perceived effect of work experience on studies... 112

Table A.12: Reason for chosen Profession ... 114

Table B.1: Understanding the role of the auditor in public practice ... 117

Table B.2: Understanding of the work environment ... 118

Table B.3: Understanding of the auditing process ... 118

Table B.4: Assessment of the difficulty of the subject ... 119

Table B.5: Interest in the subject ... 119

Table B.6: Assessment of the workload of the course ... 119

Table B.7: Learning approach preference ... 120

Table B.8: Perception of lectures ... 120

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xiii

Table C.1: Interest in the game/case study ... 122

Table C.2: Game/case study as an aid to understanding the role of the auditor in the audit firm ... 122

Table C.3: Game/case study as an aid to develop problem-solving skills ... 123

Table C.4: Game/case study as an aid to developing judgement skills ... 123

Table C.5: Game/case study as an aid to understanding the audit process ... 124

Table C.6: Game/case study as an aid to visualising the audit process ... 124

Table C.7: How the game/case study addresses the challenge of limited time ... 124

Table C.8: The link between theory and the game/case study ... 125

Table C.9: The Level Of Difficulty Of The Game/Case Study ... 125

Table C.10: The game/case study as an aid when studying alone ... 126

Table C.11: Joy factor ... 126

Table C.12: Level of competition ... 127

Table C.13: Competition as a motivating factor ... 127

Table C.14: Perceived value of the game/case study ... 127

Table C.15: Effectiveness of the guidance provided with the game/case study ... 128

Table C.16: Successfulness of the guidance provided with the game/case study ... 128

Table C.17: The game/case study as an aid in achieving better marks ... 128

Table C.18: Feedback regarding the learning process in the game/case study ... 129

Table C.19: Success of the game/case study in changing the learning

approach of the students ... 129

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xiv

Table C.20: Success of the game/case study in increasing the motivation

of the student ... 130

Table C.21: Ability of the game/case study to substitute work experience .... 130

Table C.22: Ability of the game/case study to be used repeatedly to enable the student to achieve higher marks ... 130

Table C.23: Level of difficulty of the game/case study ... 131

Table C.24: Level of intrigue of the game/case study ... 132

Table C.25: Transferral of application skills in a test scenario ... 132

Table C.26: Transferral of application skills in a work environment ... 132

Table C.27: Motivational aspect: emotional involvement ... 133

Table C.28: Critical thinking skills utilised to complete the game/case study ... 133

Table C.29: Success of story in relating to student ... 134

Table C.30: Success of game/case study in utilising thinking skills ... 134

Table 6.1: Important statistical values ... 135

Table 6.2: Pattern matrix ... 136

Table 6.3: Factors with a chronbach’s alpha higer than 0.7 ... 138

Table 6.4: Factors with a chronbach’s alpha between 0.5 and 0.7 ... 138

Table 6.5: Factors with a chronbach’s alpha lower than 0.5 ... 138

Table C.31: Factor: Educational value ... 139

Table C.32: Factor: Examination preparation ... 139

Table C.33: Factor: Level of discomfort ... 139

Table C.34: Factor: engagement and joy... 140

Table C.35: Fascination ... 140

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xv

Table C.36: Skills and workplace application ... 141 Table D.1: Learning outcomes: understand how inventory should be

audited ... 143 Table D.2: Learning outcomes: Understand the audit process ... 143

Table D.3: Learning outcomes: Able to identify risks at assertion level

for the inventory balance ... 144 Table D.4: Learning outcomes: understand assertions relating

OT Inventory... 144 Table D.5: Learning outcomes: able to link risks to assertions ... 145

Table D.6: Learning outcomes: understand the principles of audit

planning ... 145

Table D.7: Learning outcomes: understand the role of professional

judgement in audit planning ... 146

Table D.8: Learning outcomes: understand the concepts of nature,

timing and extent of audit procedures ... 146

Table D.9: Learning outcomes: understand the concepts of risk versus

effectiveness as it applies to audit planning ... 147 Table D.10: Learning outcomes: understand the concept of how and why

audit procedures are performed... 147 Table D.11: Learning outcomes: understand the examination technique

of formulating an audit procedure ... 148

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xvi

Table E: Answers to Section E of the questionnaire: Perceptions

regarding the computer game design ... 149

Table E.1: Computer literacy ... 149

Table E.2: Like/dislike of recreational gaming ... 149

Table E.3: Visual appeal ... 150

Table E.4: Links with theoretical knowledge ... 150

Table E.5: The gradebook feature is helpful ... 151

Table E.6: Progress properly planned ... 151

Table E.7: Desire to use the game as a study aid when studying out of class ... 152

Table E.8: Usability ... 153

Table E.9: Aptitude for interaction with others ... 154

Table E.10: Success of information technology integration ... 155

Table E.11: Clarity of communication ... 155

Table E.12: Authenticity ... 156

Table E.13 Interest in the story ... 156

Table E.14: Joy factor introduced through animations ... 157

Table E.15: Educational value of tutorials ... 157

Table E.16: Joy factor introduced through fantasy ... 158

Table E.17: Motivational factor: challenge ... 158

Table E.18: Tempo ... 159

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xvii

LIST OF FIGURES

CHAPTER 1 THE CHALLENGES FACING AUDITING EDUCATION ... 1

Figure 1.1: Summary of the audit process ... 7

CHAPTER 5 DEVELOPING THE EDUCATIONAL GAME ... 87

Figure 5.1: Components to be included in the educational game ... 88

CHAPTER 7 CONCLUSION AND RECOMMENDATIONS ... 166

Figure 7.1: Components of the educational game ... 174

Figure 7.2: Key pedagogical elements of an experiential teaching tool in general ... 175

Figure 7.3: Elements of gaming ... 177

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xviii

LIST OF ACRONYMS

AECC Accounting Education Change Commission

ATO Approved Training Office

CA(SA) Chartered Accountant South Africa

IFAC Internation Federation of Accountants IRBA Independent Regulatory Board for Auditors

ISA International Standard on Auditing

iVISiCE Interactive Visualisations in Civil Engineering

LAN Local Area Network

NWU North West University

PAAB Public Accountants’ and Auditors’ Board

PBL Problem-based learning

PWC PriceWaterhouseCoopers

RTO Registered Trainging Office

SAICA South African Institute of Charterted Accountants

UK United Kingdom

USA United States of America

VAT Value Added Tax

WWTB Who Wants to Be a Millionaire

WWW World Wide Web

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