Original Research - Special Collection: Mathematics Trends in Africa

The Fast-Thinkers Game as a Grade 12 accounting and mathematics interdisciplinary teaching and learning tool

Celesté Brittz, Hendri Theron, Jacobus Rossouw, Aletta D. Koekemoer, Elmarie Goodchild, Kobus Swanepoel
African Journal of Teacher Education and Development | Vol 5, No 1 | a123 | DOI: https://doi.org/10.4102/ajoted.v5i1.123 | © 2026 Celesté Brittz, Hendri Theron, Jacobus Rossouw, Aletta D. Koekemoer, Elmarie Goodchild, Kobus Swanepoel | This work is licensed under CC Attribution 4.0
Submitted: 06 August 2025 | Published: 02 February 2026

About the author(s)

Celesté Brittz, School of Accountancy, Faculty of Economic and Management Sciences, University of the Free State, Bloemfontein, South Africa
Hendri Theron, Department of Curriculum Studies and Higher Education, Faculty of Education, University of the Free State, Bloemfontein, South Africa
Jacobus Rossouw, School of Accountancy, Faculty of Economic and Management Sciences, University of the Free State, Bloemfontein, South Africa
Aletta D. Koekemoer, School of Accountancy, Faculty of Economic and Management Sciences, University of the Free State, Bloemfontein, South Africa
Elmarie Goodchild, School of Accountancy, Faculty of Economic and Management Sciences, University of the Free State, Bloemfontein, South Africa
Kobus Swanepoel, School of Accountancy, Faculty of Economic and Management Sciences, University of the Free State, Bloemfontein, South Africa

Abstract

Background: Tertiary institutions require Grade 12 learners to have essential skills for accounting careers. The lack of these skills challenges South Africa’s higher education system to produce workplace-ready graduates. This article introduces the Fast-Thinkers Game, a board game to enhance Grade 12 learners’ accounting and math skills.
Aim: This article presents the development of the Fast-Thinkers Game, a board game-based learning (GBL) intervention designed to enhance the subject knowledge and skills of Grade 12 learners in accounting and mathematics.
Setting: The intervention was tested with 176 Grade 12 learners from Quintile 1–3 schools in the Free State province during the 2024 Free State Finance and Accounting Sector Education and Training and South African Institute of Chartered Accountants Development Camp.
Methods: Drawing inspiration from popular games, such as 30 Seconds and Monopoly, the study employed a quantitative research approach within the Design-Science Research framework. Learner perceptions were assessed through questionnaires containing both open-ended and closed-ended questions, using an open coding strategy for analysing qualitative data and SPSS software for analysing quantitative data.
Results: Results demonstrated that learners not only enjoyed the gaming experience but also improved verbal communication, reading, short-term memory, teamwork, engagement, and time management skills while gaining enhanced understanding of mathematics and accounting terminology.
Conclusion: These positive outcomes suggest the Fast-Thinkers Game represents a viable learning intervention for teachers and curriculum developers.
Contribution: This study provides a novel board GBL intervention that addresses essential skill gaps in Grade 12 learners, providing teachers with an engaging tool to enhance both subject knowledge and transferable skills necessary for tertiary education success in accounting programmes.


Keywords

accounting education; design-science research; game-based learning; mathematics education; interdisciplinary

Sustainable Development Goal

Goal 4: Quality education

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