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

dc.contributor.authorEstima, Anaes_ES
dc.contributor.authorPeguinho, Cristinaes_ES
dc.date.accessioned2024-09-10T12:14:25Z
dc.date.available2024-09-10T12:14:25Z
dc.date.issued2024-06-20
dc.description.abstract[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.en_EN
dc.description.accrualMethodOCSes_ES
dc.description.bibliographicCitationEstima, A.; Peguinho, C. (2024). Using gamification to promote financial literacy and consumer education among future generations. En Editorial Universitat Politècnica de València, 10th International Conference on Higher Education Advances (HEAd’24) (pp. 825-830). https://doi.org/10.4995/HEAd24.2024.17353es_ES
dc.description.upvformatpfin830es_ES
dc.description.upvformatpinicio825es_ES
dc.format.extent6es_ES
dc.identifier.doi10.4995/HEAd24.2024.17353
dc.identifier.isbn9788413962009
dc.identifier.urihttps://riunet.upv.es/handle/10251/207916
dc.languageIngléses_ES
dc.publisherEditorial Universitat Politècnica de Valènciaes_ES
dc.relation.conferencedateJunio 18-21, 2024es_ES
dc.relation.conferencenameTenth International Conference on Higher Education Advanceses_ES
dc.relation.conferenceplaceValència, Españaes_ES
dc.relation.ispartof10th International Conference on Higher Education Advances (HEAd’24)
dc.relation.pasarelaOCS\17353es_ES
dc.relation.publisherversionhttp://ocs.editorial.upv.es/index.php/HEAD/HEAd24/paper/view/17353es_ES
dc.rightsReconocimiento - No comercial - Compartir igual (by-nc-sa)es_ES
dc.rights.accessRightsAbiertoes_ES
dc.subjectFinancial Literacyes_ES
dc.subjectConsumer Educationes_ES
dc.subjectGamificationes_ES
dc.subjectFinancial Gameses_ES
dc.subjectGame-based Learninges_ES
dc.titleUsing gamification to promote financial literacy and consumer education among future generations.es_ES
dc.typeCapítulo de libroes_ES
dc.typeComunicación en congresoes_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
dspace.entity.typePublication
upv.uuid14ff49af-48c6-49fc-a64c-2e9800a14468es_ES

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