Authors:
William DeRusha
1
and
Timothy Hickey
2
Affiliations:
1
EdX, Cambridge MA and U.S.A.
;
2
Computer Science Department, Brandeis University, Waltham, MA and U.S.A.
Keyword(s):
21st Century Skills, Game-based Education.
Related
Ontology
Subjects/Areas/Topics:
Computer-Supported Education
;
e-Learning
;
e-Learning Hardware and Software
;
Game-Based and Simulation-Based Learning
;
Learning/Teaching Methodologies and Assessment
Abstract:
Financial knowledge has a tangible impact on an individual’s ability to make positive financial decisions in their life. It has been estimated that the difference between the 75th and 25th percentile of the financial literacy index is equivalent to approximately an 80,000 euro difference in net worth and has significant impact on financial decisions made throughout one’s working life and into retirement. The need for quality financial education is clear, but many studies show that personal finance classes offered today do not seem to have significant impact on the financial literacy of the students who take them. One hypothesis of this paper is that traditional instruction methods, which do not force students to exercise the financial tools they need to be fluent with as adults, hinder their ability to improve their financial literacy. We also argue that analysis of game interactions may be a more effective assessment mechanism than traditional academic tests. There is a growing body
of evidence that the immersive elements of particular styles of games can have a significant impact on learning outcomes. This paper offers a potential starting point from which an immersive game, which leverages real world financial decision-making as its main mechanic, can be born. We will discuss the underlying design of such a game and how it lays the foundation for a game that could achieve financial literacy outcomes. Such outcomes would empower students with the skills to make positive financial choices in their lives and better achieve personal financial goals.
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