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Study of the Serious Games Capacity in Promoting Financial Literacy

机译:促进金融扫盲的严重游戏能力研究

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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.
机译:通过将其与经济扫盲区分,可以提出准确的金融扫盲定义。金融扫盲并非基本上包括经济素养。金融扫盲是经济扫盲的子集和一部分,即关于了解金钱的财务价值和购买权资金的最佳消费。 2011年,经济合作与发展组织(经合组织)将金融扫盲定义为可通知判断和有效决定的能力管理和使用。除了金融扫盲之外,视频游戏还被定义为基于一组接受的规则和限制,以实现具有挑战性的方式的互动产品。这些游戏通过提供分数或更改游戏世界来向玩家的行为发送反馈,以查看他们选择到达设计目标的路径。根据上述定义,严肃的游戏被定义为游戏,而不是娱乐观众的更主要目的。娱乐只是一个增值,可以提高实践质量,教育,准确性和公共政策,以及沟通战略的目标。缺乏精确和全面的金融扫盲定义,对其重要性的不确定性以及未经规定的适当的仪器,可以作为本研究的问题和目的所描出的那些问题。本研究通过专题分析方法分析了现有资源。因此,应该指出,游戏以两种方式影响学习过程:对认知和动机的影响。游戏的互动性与教育心理学家的意见相匹配,他们将主动认知过程介绍作为学习的有效和一致的因素。与其他游戏相比,严重的游戏应该得到更多的关注。研究证明,严重的游戏是开发能力的有效信息信使。在考虑严重游戏的能力的核心中,认知和励志效应是球员批判性思想中发生的重要因素。

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