Who Wants to be a Millionaire?
An Example of Active Leaning in the Accounting Classroom
Dr. Mike Watters, CPA; Dr. Margaret Hoskins, CPA; Dr. K. Michael Casey
Henderson State University
Introduction
This paper describes
an active-learning approach that was used in ‘Not-For-Profit Accounting’,
an upper-level accounting course. Accounting for non-profit organizations is
very prescriptive and can become a dull and tedious topic in the classroom.
Using the traditional lecture method to cover not-for-profit topics compounds
the tedium. In order to liven up the classroom atmosphere, we designed a game
after the popular television game show, Who Wants to be a Millionaire?
Playing this game
infused the classroom with energy. Students had fun playing the game while the
principles of accounting for not-for-profit organizations were reviewed. In
addition, shyer students overcame their reluctance to participate in the class
on a day-to-day basis, and the tone for the class was much more relaxed and
open from that point forward.1 Although we
used the game in the advanced Not-For-Profit Accounting, it could be easily
used in the introductory course or other upper-level courses.
Who Wants to
be a Millionaire? — The Television Version
Who Wants to
be a Millionaire? has become one of ABC's most highly rated programs since
its introduction in the fall of 1999. Contestants are asked a series of multiple-choice
questions by the host, Regis Philbin, and receive cash awards for correct responses.
The cash awards for each question vary in increasing amounts beginning at $100
and increasing — as correct responses are given — up to a maximum
of $1,000,000. If the contestant fails to answer a question correctly, the cumulative
cash award is lost.
At the start of
the game, each contestant is given three "lifelines" to use if needed
for help in answering a question. The three lifelines consist of the "phone-a-friend"
option, the audience-survey option, and the "50-50" option. The phone-a-friend
option allows the contestant to do just that — telephone a friend who might
know the answer. The contestant reads the question and possible answers, and
the friend provides his or her opinion, choosing an answer with which they are
most confident. The conversation must last no longer than 30 seconds. After
the conversation has ended, the contestant selects an answer. For the audience-survey
option, each audience member electronically selects his or her choice of the
correct answer. The contestant is told how many audience members chose each
answer. They must then select their answer. The chosen answer may be based on
the audience’s most popular answer or they may choose a less popular answer.
The 50-50 option removes two incorrect answers from the original four. Thus,
a contestant is left with two possible answers — one which is correct and
one which is incorrect. A contestant may only use each lifeline once. After
the three lifelines are used, the contestant is on his or her own for the remainder
of the game.
The risk of losing
accumulated cash awards and the three lifelines provided to each contestant
add to the suspense and excitement of the game.
Who Wants to
be a Millionaire? — The Classroom Version
The classroom version
of Who Wants to be a Millionaire? was played almost exactly as the television
version, except that cash awards were replaced with bonus points. The student-contestant
earns two bonus points with each correct answer. If an incorrect response was
given, bonus points accumulated during that round of questioning are lost.
As in the television
game, the student was given three "lifelines." In the classroom version,
the "phone-a friend" lifeline was simulated by allowing the student-contestant
to ask one member of the classroom for help in answering a question. The 30-second
time limit was enforced. To simulate the "audience survey" option,
the contestant was allowed to poll the class as a whole for insight into the
correct response to a question. Finally, for the "50-50" option, the
instructor eliminated two of the incorrect responses from the question at hand.
To begin the game
and determine which student would be selected to play for bonus points, a single
multiple-choice question was displayed to the class. The first student to correctly
answer the question by speaking out loud was selected. The selected student
was then presented with multiple-choice questions via overheads and asked to
read the questions and give the correct answer verbally while the other students
watched. Before the answer was accepted, the instructor would ask the famous
question, "Is that your final answer?" The student would continue
to play until the maximum points were earned or an incorrect answer was given.
Once the student
earned the maximum number of bonus points or lost accumulated points by answering
a question incorrectly, the process to select another contestant was initiated
and the game started again.
The play of the
game moved quickly, and students reacted positively. They appeared interested
and engaged in the gaming process. After playing the game, students seemed to
be more interested in the subject matter, the amount of class participation
was increased (especially on the part of quieter students), and the tone of
the class was more open and relaxed. In spite of these benefits, however, the
average class performance on the examination following the gaming presentation
was no better than the average of scores earned on prior exams.
Conclusions
The main purpose
of this paper is to provide a fun, interesting, and effective pedagogy to faculty
who are interested in introducing alternative teaching techniques into their
classes. Playing Who Wants to be a Millionaire? changed the classroom
mood considerably by generating student participation, excitement, and camaraderie.
Even though we cannot conclude at this point whether the technique leads to
better understanding of the material, we can conclude that the game improved
the classroom experience overall. It was certainly much more lively and interesting
than the lecture method. Finally, while the specific example we present is an
application in the Not-For-Profit Accounting class, it can be easily adapted
to other accounting courses.
Notes
1. Hanno states
that one of the benefits of a more personalized teaching approach is that
quieter students become more vocal class participants, a benefit that was
also achieved playing the game. See Hanno, D.M. 1999. Energizing your teaching:
Developing a Community of Learning. Issues in Accounting Education
(May): 323-335.
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