金融素养培养中的严肃游戏能力研究

Shoeib Hoseiny, Abbas Niknafas
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引用次数: 0

摘要

通过将金融素养与经济素养区分开来,可以提出金融素养的准确定义。金融知识并不包括经济知识。金融素养是经济素养的子集和一部分,它是关于意识到金钱的金融价值和购买力,以及金融权力的最佳消费。2011年,经济合作与发展组织(OECD)将金融素养定义为为资金管理和使用做出明智判断和有效决策的能力。除了金融知识,电子游戏还被定义为基于一系列公认规则和限制的互动产品,以具有挑战性的方式实现目标。这些游戏通过得分或改变游戏世界来反馈玩家的行为,看看他们选择什么路径来达到设计目标。根据上述定义,严肃游戏被定义为具有比娱乐用户更主要目的的游戏。娱乐只是一种增值,它可以提高实践、教育、准确性、公共政策和传播策略目标的质量。缺乏对金融知识的精确和全面的定义,对其重要性的不确定,以及提高金融知识的适当工具的不确定,这些问题可以被描述为本研究的问题和目的。本研究通过专题分析法对现有资源进行分析。因此,应该指出的是,游戏从两个方面影响学习过程:对认知和动机的影响。游戏的互动性与教育心理学家的观点相一致,他们将主动认知过程作为学习的有效和一致的因素。比起其他游戏,严肃游戏应该得到更多的关注。研究证明,严肃的游戏是有效的信息信使,可以培养能力。在严肃游戏的核心能力中,认知和动机效应是发生在玩家批判性思维中的重要因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Study of the Serious Games Capacity in Promoting Financial Literacy
The accurate definition of financial literacy can be proposed by distinguishing it from economic literacy. Financial literacy does not essentially include economic literacy. Financial literacy is the subset and a part of economic literacy that is about being aware of financial value and purchase power of money regarding optimal consumption of financial power. In 2011, the Organization for Economic Co-operation and Development (OECD) defined financial literacy as the ability for informed judgment and effective decisions made for money management and use. In addition to financial literacy, videogames are defined as interactional products based on a set of accepted rules and limitations to achieve a goal in a challenging way. These games send feedback to the player’s behavior by giving a score or changing the game world to see what path they choose to reach the designed target. According to the abovementioned definition, serious games are defined as games with a more primary purpose other than entertaining the audience. Entertainment is only a value-added that improves the quality of practice, education, accuracy, and public policy, and goals of the communicational strategy. The lack of a precise and comprehensive definition of financial literacy, uncertainty about its importance, and undetermined proper instruments for its enhancement are among those problems that could be depicted as the problem and purpose of the present study. This study analyzed the existing resources through the thematic analysis method. Consequently, it should be stated that the games affect the learning process in two ways: the effect on cognition and motivation. The interactional nature of games is matched with the opinion of educational psychologists who introduce the active cognition process as an effective and consistent factor for learning. Serious games should receive more attention compared to other games. Researches have proved that serious games are effective information messengers that develop capabilities. In the core of capacities considered for serious games, the cognitive and motivational effects are substantial factors that occur in the critical thinking of the player.
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