2021
DOI: 10.1007/978-3-030-75142-5_2
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Game-Based Learning in Economics Education at Upper Secondary Level: The Impact of Game Mechanics and Reflection on Students’ Financial Literacy

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Cited by 5 publications
(3 citation statements)
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“…From the preceding discussion and analysis of results, these essential conclusions are drawn: Platz, Juttler & Schumann [13] explained the used of game-based learning (GBL) is gaining importance in and out of schools and linked to high expectations in terms of motivation and learning success. In this case, the localize Game-Based Learning (GBL) developed by the author is highly motivational and there is a learning gained by the respondents particularly the pupils involved.…”
Section: Discussionmentioning
confidence: 99%
“…From the preceding discussion and analysis of results, these essential conclusions are drawn: Platz, Juttler & Schumann [13] explained the used of game-based learning (GBL) is gaining importance in and out of schools and linked to high expectations in terms of motivation and learning success. In this case, the localize Game-Based Learning (GBL) developed by the author is highly motivational and there is a learning gained by the respondents particularly the pupils involved.…”
Section: Discussionmentioning
confidence: 99%
“…One game can be played by 4–5 students.To achieve an individual chosen game goal called “life dream” (e.g., a successful influencer or sports career, the implementation of an environmental protection project), players must make financial decisions under changing economic conditions. These decisions include purchasing insurance, taking out loans, investments and budgeting (for further details, see Platz et al, 2021). When making financial decisions, players must also prioritize them in consideration of other resources to reach their game goal, such as time, education, and family.…”
Section: Methodsmentioning
confidence: 99%
“…Flipped classroom settings (Mohamed and Lamia, 2018;Zainuddin et al, 2019;Strelan et al, 2020) and blended learning approaches (Dziuban et al, 2018;Hrastinski, 2019) are examples for teaching methods which combine digital and non-digital means. Both tools and methods can be used to present new forms of media, such as educational videos (Bateman and Schmidt-Borcherding, 2018;Carmichael et al, 2018), games (Hawlitschek and Joeckel, 2017;Lamb et al, 2018;Platz et al, 2021), apps (Cherner et al, 2014), and podcasts (O'Callaghan et al, 2017;König, 2021). Vocational schools can meet the challenge of a changing world through the consequent implementation of digitalization into school development processes, such as digital tools for the school's administration, modern technological infrastructure, or different teaching methods in conjunction with ongoing teacher education.…”
Section: Introductionmentioning
confidence: 99%