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FinCraft: Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers
Item Summary
Title: | FinCraft: Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers |
Authors: | Rasco, Aldrich Chan, Johnny Peko, Gabrielle Sundaram, David |
Keywords: | Advances in Teaching and Learning Technologies financial decision making financial literacy gamification gaming platform show 5 moreimmersive personalisation persuasive systems serious games youth show less |
Date Issued: | 07 Jan 2020 |
Abstract: | FinCraft is an open source gaming platform to enhance financial literacy. Research has shown a growing concern for financial literacy and financial decision-making across several age groups and interventionist programme methods. However, very few focused on the youth demographic specifically. Fewer, considered fun and sustainable means of financial literacy enhancement. In a day and age of instant gratification, people gravitate towards familiar and engaging content. In this paper, we posit starting financial literacy enhancement early - during the teenage years of individuals, so secure saving and spending habits can be adopted prior to adult years and responsibility. Through gamification, FinCraft aims to bridge the familiarity and engagement gap that makes financial literacy, an unexplored, significant part of growing up. We propose various conceptual and system artefacts at the intersection of serious games and learning analytics for financial literacy. |
Pages/Duration: | 10 pages |
URI: | http://hdl.handle.net/10125/63745 |
ISBN: | 978-0-9981331-3-3 |
DOI: | 10.24251/HICSS.2020.006 |
Rights: | Attribution-NonCommercial-NoDerivatives 4.0 International https://creativecommons.org/licenses/by-nc-nd/4.0/ |
Appears in Collections: |
Advances in Teaching and Learning Technologies |
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