Financial Literacy Games—Increasing Utility Value by Instructional Design in Upper Secondary Education

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Xuất bản năm:Education Sciences vol. 15, no. 2 (2025), p. 227
Tác giả chính: Platz, Liane
Tác giả khác: Zauner, Marina
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MDPI AG
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045 2 |b d20250101  |b d20251231 
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100 1 |a Platz, Liane  |u Department of Economics, Binational School of Education, Universität Konstanz, 78464 Konstanz, Germany 
245 1 |a Financial Literacy Games—Increasing Utility Value by Instructional Design in Upper Secondary Education 
260 |b MDPI AG  |c 2025 
513 |a Journal Article 
520 3 |a Empirical findings show that students often have insufficient financial literacy, even though they increasingly make independent financial decisions. Financial education at school can provide a foundation for a lifelong proactive approach to financial matters with increasing utility value and financial interest. This includes the simulation of future financial decisions with serious games. Despite a wide range of serious games to promote financial literacy, there is a lack of empirical research on the instructional design of such games. This includes the instructional design of game mechanics as action-guiding and reflection prompts for debriefing. In a quasi-experimental intervention study with a 2 × 2 research design, upper secondary students were assigned to four groups (n = 293). They played the game Moonshot with different combinations of game mechanics and reflection prompts. Based on mixed ANOVA analysis, the combination of strategic game mechanics and direct reflection prompts significantly increased students’ utility value for a financial literacy game, which underlines the importance of the instructional design of game mechanics and reflection prompts in serious games. But only a group-independent time effect was found for financial interest. Theoretical and practical implications are discussed. 
610 4 |a Organization for Economic Cooperation & Development 
653 |a Students 
653 |a Instructional design 
653 |a Financial literacy 
653 |a Mechanics 
653 |a Games 
653 |a Young adults 
653 |a Motivation 
653 |a Decision making 
653 |a Learning 
653 |a Education 
653 |a Secondary school students 
653 |a Quasi-experimental methods 
653 |a Secondary Education 
653 |a Instructional Improvement 
653 |a Basic Skills 
653 |a Affective Objectives 
653 |a Reading Instruction 
653 |a Experiential Learning 
653 |a Well Being 
653 |a Learning Processes 
653 |a Meta Analysis 
653 |a Home Management 
653 |a Simulation 
653 |a Literacy Education 
653 |a Adults 
653 |a Educational Objectives 
653 |a Student Motivation 
653 |a Instructional Effectiveness 
653 |a Adult Literacy 
653 |a Outcomes of Education 
653 |a Educational Environment 
653 |a Game Based Learning 
653 |a Educational Games 
653 |a Behavioral Objectives 
700 1 |a Zauner, Marina  |u Department of Economics, University of Konstanz, 78464 Konstanz, Germany; <email>marina.zauner@web.de</email> 
773 0 |t Education Sciences  |g vol. 15, no. 2 (2025), p. 227 
786 0 |d ProQuest  |t Education Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3170873896/abstract/embedded/7BTGNMKEMPT1V9Z2?source=fedsrch 
856 4 0 |3 Full Text + Graphics  |u https://www.proquest.com/docview/3170873896/fulltextwithgraphics/embedded/7BTGNMKEMPT1V9Z2?source=fedsrch 
856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/3170873896/fulltextPDF/embedded/7BTGNMKEMPT1V9Z2?source=fedsrch