Accounting Arcade teaches first-year accounting through short games that students actually play. It is written for learners of accounting in schools and universities, in straightforward English - plain words, clear steps, no penalty for being slow.
Not a quiz bank and not a textbook. Every topic in the syllabus has its own small game, and every game teaches one idea properly before moving on.
Short sentences. Common words. Every accounting term is explained on the screen the first time a student meets it. A student who is confused loses confidence, and that is the thing this course is built to avoid.
Most games take about three minutes. Timers add a little pressure, but going over time never costs a student any marks.
Each game draws from a large question bank, so a student who replays it gets different problems - and a student who shares answers does not help anyone.
Tapping, not dragging. Every game is checked by hand on a real phone before it is called finished - the smallest screen a student will use, and the hardest one to get right.
Each game is a SCORM 1.2 package - the standard file format. Moodle and Blackboard accept one as it is; Canvas reads it through a SCORM tool most institutions already run. Upload it, and scores report back on their own.
Every chapter comes with a worksheet carrying at least three written exercises per game, so the learning does not stop when the screen is closed.
Nine real screens, photographed on a phone. Nothing here is a drawing or a mock-up. They are taken from across the whole course, so you can see the shape of the thing before you play any of it.
The games you can open here are the ones a student meets first — the whole of Chapter 1 and the opening of Chapter 2. The later chapters are shown above, not handed to you cold.
No sign-up, no email. Every one of these opens in your browser, on this page. These are the games a student meets first — the whole of Chapter 1 and the opening of Chapter 2 — because that is where accounting starts, not where it gets hard. The badge on each card says exactly how far along that game is; most are still being checked by hand, and we would rather tell you that than hide it.
Tell the three forms of business apart, and say who really owns each one.
Turn a plain business sentence into the accounting word for it.
Sort account names into the five families: assets, liabilities, equity, revenue and expenses.
Match the words a company uses to the words a one-owner business uses for the same thing.
A business has two sides: the things it owns, and the people with a claim on them. Read the card, then fire at the right side.
Work with the accounting equation, and solve it when one of the three parts is missing.
Decide whether something that happened is a real transaction, or only a plan.
Take a transaction apart: which accounts change, in which direction, and by how much.
Read a real business document - an invoice, a receipt - and pick out which accounts it touches.
Do the whole analysis with no help on the screen, then see how it reaches the statements.
Judge what a transaction does to equity, and spot the payments to owners that are not expenses.
Build an income statement piece by piece, in the right order, with the right subtotals.
Lay out a balance sheet: the sections, the order, and what "as of one day" means.
Keep the income statement clean by throwing out everything that does not belong on it.
Put the income statement together and work out the profit at the bottom.
Decide what belongs on a balance sheet, and what only looks like it does.
Place each account into the correct section of a company balance sheet.
Roll equity forward: start with what the owners had, add the profit, take out what was paid to them.
Sort cash movements into the three reasons a business moves money: operating, investing and financing.
Build the shape of a cash flow statement and see where each kind of cash movement sits.
Decide whether a company may pay a dividend - it needs both the profits and the cash.
Work through real ethical case files, choose what to do, and live with the consequences.
Decide who is asking to see a company's numbers, and what each of them wants to know.
Meet the people who write the accounting rules, and the four things every set of accounts assumes.
Learn that debit means left and credit means right, and which side each account calls home.
Post a transaction to both the T-accounts and the journal, using the DEALER memory aid.
Write both halves of an entry, with the game coaching you through every step.
Add up both sides of a T-account, work out the balance, and say which side it falls on.
Read two T-accounts and say the journal entry that must have created them.
Find the formatting mistakes in a journal entry before they turn into habits.
Build a full entry in T-accounts with no coaching, including entries with more than two lines.
Write a correct journal entry on your own: accounts, sides, amounts and layout.
Thirty-two of the 328 games built so far. These public copies are snapshots; the version inside a licensed course may be a little further ahead.
Not a trial and not a sample chapter with the good bits taken out. Chapter 1 and the first nine games of Chapter 2 are free on this website, for anyone, with no sign-up and no email address. The rest open as they finish their checks.
That takes a student from "what is accounting for and who reads it" all the way to Entry Builder — writing a journal entry on their own, with no help on the screen. It is the point where a beginner stops being a beginner, and we would rather someone reached it and then decided.
The games open here as each one finishes its checks, and every chapter page says exactly where each game has got to. Nothing is marked ready before it has been tested by hand on a real phone.
Open any chapter to see what a student will be able to do by the end of it, every game in it, and where each game has got to.
Meet accounting: who uses it, the accounting equation, and the four reports every business prepares.
How a business writes down what it does: debits and credits, journals, ledgers, and the trial balance that checks the work.
Fixing the books at the end of the period so income and expenses land in the month they belong to.
Closing the books at the end of the year and turning the numbers into finished financial statements.
How a shop records buying goods, selling them, and reporting the profit it makes on those sales.
Which goods really belong to the business, what they cost, and how that cost becomes cost of goods sold.
How a business protects its cash: control rules, checking the bank statement, and running a small cash fund.
Money that customers owe the business: recording it, estimating what will never be paid, and earning interest.
Buildings, machines, and patents: what they cost, how that cost is spread over the years, and how they are sold.
What a company owes and must pay within one year: short-term loans, sales tax, repair promises and staff pay.
How companies borrow for many years: bonds, long-term loans, interest that changes over time, and paying debt off early.
How a corporation raises money by selling shares, shares profits with its owners, and reports what those owners own.
Where a company's cash really came from and where it went during the year, sorted into three clear groups.
Reading a company's finished financial statements and judging how strong, how profitable and how safe the business really is.
The games are built and in their final stage of testing. They will be released very soon.
A game is built when it works. It is ready when we have sat with it on a real phone and watched it behave, without a student ever being confused or losing a mark they earned. That last part is the slow part, and it is the part we are doing now.
Every game is read through for plain English, played by hand on a phone, and checked against the source material. Anything that is not right goes back and gets fixed.
We would rather be a little late than put out something that confuses a student. Every chapter page lists every game in it. See all fourteen chapters.
After eighteen years of teaching accounting at universities in four countries, I kept seeing the same thing: students switching off in lectures, and handing in work they had not really learned anything from.
So I changed how I taught. Exams in class rather than take-home assignments. Exercises done by hand. And games that teach through playing, instead of asking students to sit and absorb.
The other thing I learned is that most of what stops a student is the writing, not the accounting. So every sentence in this course is written to be read once and understood. If a sentence can be misread, it gets rewritten. If a term has not been explained yet, it does not appear. A student who gets lost early rarely comes back, and that is the cost the whole project exists to avoid.
Every game drops straight into Moodle, Blackboard, or any system that reads SCORM packages, with nothing for your IT department to install. Canvas reads SCORM through an add-on tool, which many universities already run. Scores report on their own.
CMA (Certified Management Accountant) • MSc Financial Management, University of London (SOAS) • BComm Accounting
Financial Controller at BP (Petrochemicals IT, France). Management accounting, budgeting and variance analysis across European operations.
Eighteen years at universities in Thailand, China and the UK. Financial accounting, managerial accounting, corporate finance and statistics.
Learning platform administration (Moodle, Blackboard, SIMnet, Connect), SCORM packaging, and deployment into live university courses.
American rules, American terminology. If you teach somewhere else, read this before you decide — it probably matters less than you think.
At introductory level, almost all of the accounting is the same wherever in the world you teach it. A debit is a debit. The two things that genuinely differ are the words — receivables or debtors, inventory or stock, income statement or profit and loss — and how adjustments are presented. Underneath, the double entry is identical.
So these games use American terminology throughout, and where IFRS takes a different line on something we teach, the game says so on the spot rather than pretending the difference is not there.
The material is written to match the introductory texts most widely used on courses like yours.
Teaching to a different standard? Tell us which one. It helps us decide what to build next, and we will write back.
david@accountingarcade.orgA real person reads every email.
A SCORM package is just a zip file. Moodle and Blackboard open one straight away — you upload it like any other piece of course content, the score reports itself back to your gradebook, and there is nothing to install. Canvas reads SCORM through an add-on tool rather than on its own; many institutions already have one, and we will tell you how to check.
Read a real business document and pick out which accounts it touches.
Sort accounts into assets, liabilities, equity, revenue and expenses.
Build a profit figure from the revenue and expenses of a small business.
Loading it into Moodle
Turn editing on → Add an activity or resource → choose SCORM package → drag the zip into the file box → save. The grade appears in your gradebook by itself once a student plays it.
Loading it into Blackboard
Open the content area → Build Content → Content Package (SCORM) → browse to the zip → set it to report a grade → submit.
Using Canvas? Canvas does not read SCORM on its own - it needs a SCORM tool added, and most institutions already run one. Ask your Canvas administrator whether you have Instructure's SCORM tool or SCORM Cloud; if you do, the upload works the same way as above. Email us and we will walk you through it.
Every game and every chapter, as SCORM packages you load into your own LMS.
Play it free. Licence it for your course. Every game on this website is free to try, so you can judge the teaching before you spend anything.
What you licence is control and reporting. Every game ships as a standard SCORM 1.2 package, so it loads into Moodle and Blackboard the same way any other course content does, and into Canvas through the SCORM tool most institutions already run. Grades go straight to your gradebook, you decide who sees what and when, and your students never leave your system or create an account with us.
We are still building the full set, so there is no price list yet. Tell us your course and roughly how many students, and we will give you a figure. Nothing will change under you mid–semester.
Want to see it in your own system first? We will walk you through loading a game into your LMS, so you can watch a grade land in your own gradebook before you decide anything.
david@accountingarcade.orgA real person reads every email.
Want to see more, use these with your own students, or tell us something is wrong? Write to us. A real person reads every email.