Abstract |
Gymmanji 2.0 is an interactive real-life game that simulates knowledge about
business environment. This is a form of hands-on learning that will facilitate
the Gen Z students to participate in their learning process. Gymmanji 2.0
board game is created to help the players gain basic knowledge in accounting
and business and in the same time confidence to practice these knowledge
and skills in the real-world. Based on gym environment as a business model,
students are required to pick the business item miniatures and classify them
based on the accounting elements. The game is for 1-4 players and must be
solved within the stipulated time. Mark will be given for the correct answer. In
the hope that Gymmanji2.0 will help the students to get exposure on how
business operate and practically apply the basic accounting knowledge in a
real-life situation. In terms of commercialization, this product can be a learning
material for accounting beginners or any other institutions which offer
accounting subject. |