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

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

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dc.contributor.author Estima, Ana es_ES
dc.contributor.author Peguinho, Cristina es_ES
dc.date.accessioned 2024-09-10T12:14:25Z
dc.date.available 2024-09-10T12:14:25Z
dc.date.issued 2024-06-20
dc.identifier.isbn 9788413962009
dc.identifier.uri http://hdl.handle.net/10251/207916
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. es_ES
dc.format.extent 7 es_ES
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof 10th International Conference on Higher Education Advances (HEAd’24)
dc.rights Reconocimiento - No comercial - Compartir igual (by-nc-sa) es_ES
dc.subject Financial Literacy es_ES
dc.subject Consumer Education es_ES
dc.subject Gamification es_ES
dc.subject Financial Games es_ES
dc.subject Game-based Learning es_ES
dc.title Using gamification to promote financial literacy and consumer education among future generations. es_ES
dc.type Capítulo de libro es_ES
dc.type Comunicación en congreso es_ES
dc.identifier.doi 10.4995/HEAd24.2024.17353
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Estima, A.; Peguinho, C. (2024). Using gamification to promote financial literacy and consumer education among future generations. Editorial Universitat Politècnica de València. 1-7. https://doi.org/10.4995/HEAd24.2024.17353 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Tenth International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 18-21, 2024 es_ES
dc.relation.conferenceplace València, España es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAd24/paper/view/17353 es_ES
dc.description.upvformatpinicio 1 es_ES
dc.description.upvformatpfin 7 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\17353 es_ES


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