improvement for children and even older kids, but
what about the adults and seniors? In the field of
narrative intelligence, it is common to have virtual
learning environment where the aim is to train
people in a specific simulated context (see for
example (Riedl et al., 2008) and (Swartout et al.,
2006), etc.), but to promote the acquisition of
mastery in a particular subject is more difficult.
Even more difficult, is to find an application that
aims to cover a target public from 7 to 77 years old.
The problem of a universal interface for all is under
study for some time (see for example (Stephanidis,
2001)), but since the nature, medium of usage of the
applications is in constant change, there aren’t yet a
well-established set of guidelines. Also, in the case
of elderly people there still exists a low level of
computer literacy. This project tackles another
important issue, when considers that each interaction
should be collaborative, which means that two
players must join efforts to succeed in the game. The
notion of collaboration has been vastly explored, and
there are strong findings that it improves the learner
progression, but sometimes there is the need for
mediation (Roschelle and Teasley, 1995). With the
purpose of mediation, we introduced an internal
social network that aims to provide the space for the
players to clarify/reflect their intentions on the
game, in order to proceed in the interaction or even
to elicit new interactions with different players. This
internal social network is a medium to achieve a
social meaning construction (Stahl, 2006).
2 THE IDEA
The aim of this project is to develop a computational
platform that promotes a better understanding of
financial literacy. This issue is increasingly relevant
given the economic and financial situation that all
countries, particularly in Europe, are going through.
In 2005 (OECD), the OECD published a study on
financial education at an international level, with the
aim of boosting the development of financial literacy
of consumers by indicating best practices to be
implemented at by each countries.
Since 2009, as a result of the financial crisis,
financial literacy has been increasingly recognized
as an asset to the individual (
OECD/INFE). In
Portugal, the Bank of Portugal held a questionnaire
on the Financial Literacy of the Portuguese
population, in 2010, in order to assess the attitudes
and behaviors of the Portuguese population in the
management of personal finances and their financial
knowledge (SFLPP, 2011). In parallel the National
Plan for Financial Training (2011-2015) (PNFF,
2011) was established in Portugal, aiming to
improve the level of financial literacy of the
population, promote the adoption of adequate
financial attitudes and behaviors, increase well-
being and contribute to financial stability and
economic growth. This plan also sets out various
target groups: students in elementary, high-school
and university, vulnerable groups and general
population. Given this reality, the idea of
researching and developing an interactive computer
application that empowers financial education from
7 to 77 years old has emerged. This application aims
at being both entertaining and educational, thus
inserting itself in the field of edutainment, which
intends to make the convergence of entertaining
activities, for example through video games, and
educational objectives, the first being the ideal
vehicle for presenting educational topics (Addis,
2005). More recently, this type of application has
been coined as serious games, which are meant to be
playful, but their ultimate goal is always learning
(Frasca, 2007).
To have a better understanding of the purpose of
such a wide and different target public, it is
necessary to explain how we envision the interaction
within the application. The application is
collaborative by nature, since each person must
always interact with a second player in order to be
successful in the game. This collaboration is based
on the transmission of knowledge, as has been a
tradition, when the older and wiser members of the
tribe communicated the cultural knowledge to the
youngest (so in every interaction, we will always
have two players with a generation gap between
them). To achieve this collaboration, we must
contemplate the existence of human and artificial
players - conceptualized by autonomous intelligent
agents - so that it is always possible for a given
player to play with the application. Having also as
an inspiration the transmission of knowledge over
time, we envision all interactions through the
generation/construction of narratives. Stories have
always been part of human culture, and although
civilization has passed through several changes
(cultural, evolutionary, etc.), they remain inside and
around us.
Taking these facts into consideration, it is quite
straightforward to imagine the application of
narrative in a learning context, and why not in a
serious game? The narratives will enrich the
application as they will be the vehicle for the
transmission of the literacy concepts, and
simultaneously, stories are created by players, in
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