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. . Literature reviewLearning techniques, styles, methods, and systems through the years pave the way for rethinking ways of enhancing financial literacy. Technology, as a key component for vastly accelerating our learning capabilities and capacities have been a contemporary subject in research. Literature unanimously points toward the unparalleled advantages of adapting technology and its implications for us, learners, as well as teachers and the teaching pedagogical system in place [4,6,40,52,53,54]. The growth of literacy has been a by-product of the dynamics within this system which encourages contemporary research to conceptualise models of improving literacy through technology. Roblyer's [48] discussion of integrating technology with learning is especially useful for highlighting the intrinsic value of constructivist learning theories and its suitability in applying the technologies we have. This comparison is made in the fundamental discussion between constructivist, who defines learning as constructed knowledge, and
Considering the economic changes of recent times, financial literacy arises as a focal point of interest. COVID-19, coupled with the culmination of other societal issues, underlines the importance of understanding sensible personal finance. Nationwide lockdown and other economic constraints put us in immobilised positions to confide in safe and accessible entertainment havens such as games. Herein lies an interesting research opportunity to progress personal wellbeing and capability despite the extant issues of recent times. The paper demonstrates the design and implementation of an evolving serious game that supports lifelong learning and decision making relating to personal finance. The example is a useful account of serious games' evolutionary potential to incrementally support users through lifelong learning. The game's holistic design incorporates autonomy, motivation, and support structures to ensure that lifelong learning and decision making is effectively managed through an evolving system. The corresponding implementation evidences the sheer potential of serious games.
Learning analytics offers new opportunities in higher education, yet the design and development of educational data analytics are facing several challenges. There is a paucity of research and guidance supporting researchers and developers when it comes to designing, developing, and implementing learning analytics information systems in higher education. Hence, this study proposes a comprehensive conceptual framework for designing learning analytics information systems incorporating both computational and educational aspects. The framework provides systematic support for learning analytics researchers and designers. It is constructed based on the process and critical dimensions of learning analytics and instructional systems design. By applying the framework to analyze a previously published study, we provide a better understanding of its key qualities. Furthermore, the application of the framework to design a new learning analytics information system provides forward engineering support.
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..
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