Playing to learn: Game-based approach to financial literacy for generation Z

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Lisana Lisana, Hendra Dinata, Gabriela Valencia Tanudjaja
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Abstract

This quantitative study assessed the effectiveness of game-based learning in improving financial literacy among Generation Z. Conducted with 32 urban participants, the study involved the use of a board game and a mobile application, designed with input from financial literacy experts. Participants underwent a pretest to gauge their initial financial knowledge, engaged with the game, and completed a posttest to measure learning outcomes. Statistical analysis, including paired sample t-tests, compared pretest and posttest scores, revealing a significant enhancement in financial literacy post-gameplay. Furthermore, a questionnaire evaluated user satisfaction regarding the game, assessing metrics like enjoyment, ease of use, and perceived usefulness. Results demonstrated not only an improvement in financial knowledge but also high satisfaction among users, indicating that game-based learning can be a valuable tool for teaching financial concepts to Generation Z. These findings contribute to the understanding of game-based learning’s potential in financial education and provide insights for educators and parents. However, the study’s limitations suggest areas for future research to explore and refine the use of educational games in financial literacy.
从游戏中学习:以游戏为基础的Z世代金融知识学习方法
这项定量研究评估了基于游戏的学习在提高z世代金融素养方面的有效性。该研究对32名城市参与者进行了研究,涉及使用棋盘游戏和移动应用程序,这些应用程序是根据金融素养专家的输入设计的。参与者通过前测来衡量他们最初的金融知识,参与游戏,并完成后测来衡量学习成果。统计分析,包括配对样本t检验,比较了测试前和测试后的分数,揭示了游戏后金融知识的显著提高。此外,调查问卷会评估用户对游戏的满意度,评估游戏的乐趣、易用性和感知有用性等指标。结果显示,用户不仅在金融知识方面有所提高,而且满意度也很高,这表明基于游戏的学习可以成为向z世代教授金融概念的宝贵工具。这些发现有助于理解基于游戏的学习在金融教育中的潜力,并为教育者和家长提供见解。然而,该研究的局限性表明了未来研究的领域,即探索和完善教育游戏在金融知识中的应用。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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