Using gamification to promote financial literacy and consumer education among future generations.

[EN] This paper presents the development and implementation of a gamification initiative aimed at promoting financial literacy and consumer education among basic and secondary school students. Designed to engage students aged between 12 and 18 years old, the game addresses key financial and consumpt...

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Detalhes bibliográficos
Autores: Estima, Ana, Peguinho, Cristina
Formato: capítulo de livro
Fecha de publicación:2024
País:España
Recursos:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/207916
Acesso em linha:https://riunet.upv.es/handle/10251/207916
Access Level:acceso abierto
Palavra-chave:Financial Literacy
Consumer Education
Gamification
Financial Games
Game-based Learning
Descrição
Resumo:[EN] This paper presents the development and implementation of a gamification initiative aimed at promoting financial literacy and consumer education among basic and secondary school students. Designed to engage students aged between 12 and 18 years old, the game addresses key financial and consumption concepts through interactive gameplay. Originally conceived for students visiting the university, the initiative has garnered interest from both educators and parents, highlighting the growing demand for financial education. In the future, efforts will focus on refining game mechanics, improving material quality, and empowering high school teachers to independently facilitate the game in their classrooms. This inclusive approach aims to equip future generations with essential financial skills to navigate personal finance confidently. This paper also aims to share this experience with other educators interested in the topic, providing insights and guidance for replicating similar initiatives in their contexts.