Norlida MahussinMuhammad Zaim Razak2025-01-222025-01-222024Norlida Mahussin, & Muhammad Zaim Razak. (2024). “Pantas Akaun” Accounting Game. E-Proceedings International Language and Education Innovation Competition 2024 (I-INNOLED 2024), 22–27. https://drive.google.com/file/d/1kXBfQ8hgfxTD-TIcvCdleVmC_TnHXDq7/viewhttps://drive.google.com/file/d/1kXBfQ8hgfxTD-TIcvCdleVmC_TnHXDq7/viewhttps://oarep.usim.edu.my/handle/123456789/26148E-Proceedings International Language and Education Innovation Competition 2024 (I-INNOLED 2024) “Navigating The Future of Language And Education In A Transformative Era” 15-16 October 2024 Organized by : Faculty Of Major Language Studies Editors: Lubna Abd. Rahman, Amiliayanti Abd Halim, Maziahtusima IshakUnderstanding the law of bookkeeping is the hardest part for many non-accounting students. Students’ focus levels tend to fall when learning accounting topics, necessitating a more engaging and interactive learning experience. "PANTAS AKAUN", a fast-paced and engaging card game, is designed to educate students on bookkeeping rules in preparing financial statements. The concept is inspired by the traditional ‘Snap Card’ game played by children in the 1980s and 1990s. The game is structured around core accounting concepts, including understanding debit and credit, and the five main accounts namely Assets, Liabilities, Equity, Revenue, and Expenses. By integrating this accounting concept into gameplay, the "PANTAS AKAUN" build a positive lasting memory, promotes collaborative learning and helps students stay focused. The games can be played by two or more players representing groups. “PANTAS AKAUN” centres on matching pairs between debit and credit. In the game, players are given a pile of debit and credit cards representing the 5’s accounts. For every cycle, a business transaction is given, players take turns flipping the cards and the first to snap on a matching pair wins the card. The players then need to record the transactions in an Excel spreadsheet provided. The cycles continue and the player with the highest number of cards wins the game. As they navigate through various scenarios, players learn to accurately record transactions by debiting and crediting the appropriate accounts. This game has the potential to significantly enhance educational outcomes in accounting subjects for non-accounting students.en-USAccounting GamesBookkeepingTeaching & Learning“Pantas Akaun” Accounting Gametext::conference output::conference proceedings::conference paper