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

Handle

https://riunet.upv.es/handle/10251/207916

Cita bibliográfica

Estima, 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/HEAd24.2024.17353

Titulación

Resumen

[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.

Fuente

10th International Conference on Higher Education Advances (HEAd’24) isbn: 9788413962009

Editorial

Editorial Universitat Politècnica de València

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