%0 Journal Article %T GAMIFICATION IN ACCOUNTING EDUCATION: DIGITAL GAME-BASED LEARNING %A G£¿n¨¹l ALKAN %A R. £¿ebnem YA£¿AR %J - %D 2019 %X The 21st century children and youngsters who are at the center of technology and make it a part of their lives are called "digital natives" in the literature. This group's technological competence also influences their learning characteristics. Today's students who are digital natives prefer active learning environments with visual content rather than lectures in which they are passive listeners. The concept of gamification can be defined as the application of play mechanics in learning environment to make it attractive. Almost all digital native students expect new technologies to be used in educational environments. Thus, the importance attached to the use of digital gaming in higher education, especially in developed countries, is increasing. In recent years, the study of the relationship between the use of digital games in education and various learning outcomes has gained an increasing emphasis. Such games are seen as a viable solution in today's quest to explore new teaching methods that students force their educational institutions to do. This study focuses on how to utilize digital games in accounting education. With this literature review study, it is aimed to understand the effectiveness of digital games and to raise awareness about the necessity to go beyond traditional patterns of education in digital age %K Oyunla£¿t£¿rma %K Muhasebe E£¿itimi %K Dijital Oyun Tabanl£¿ £¿£¿renme %U http://dergipark.org.tr/muvu/issue/44127/420487