Access the full text.
Sign up today, get DeepDyve free for 14 days.
Daniel Fernandes, John Lynch, R. Netemeyer (2014)
Financial Literacy, Financial Education and Downstream Financial Behaviors (full paper and web appendix)Behavioral & Experimental Finance (Editor's Choice) eJournal
P. Wouters, H. Oostendorp (2017)
Overview of Instructional Techniques to Facilitate Learning and Motivation of Serious Games
J. Rotgans, H. Schmidt (2017)
The relation between individual interest and knowledge acquisitionBritish Educational Research Journal, 43
C. Loh, Yanyan Sheng, Dirk Ifenthaler (2015)
Serious Games Analytics: Theoretical Framework
Kristine Larson (2020)
Serious Games and Gamification in the Corporate Training Environment: a Literature ReviewTechTrends, 64
J. Plass, B. Homer, Elizabeth Hayward, Jonathan Frye, T. Huang, Melissa Biles, Murphy Stein, K. Perlin (2012)
The Effect of Learning Mechanics Design on Learning Outcomes in a Computer-Based Geometry Game
A Amagir (2017)
204717341771955Citizenship, Social and Economics Education, 49
A. Minnaert, M. Boekaerts, C. Brabander, M. Opdenakker (2011)
Students’ Experiences of Autonomy, Competence, Social Relatedness and Interest Within a CSCL Environment in Vocational Education: The Case of Commerce and Business AdministrationVocations and Learning, 4
Tim Kaiser, Lukas Menkhoff (2018)
Active Learning Fosters Financial Behavior: Experimental EvidenceBehavioral & Experimental Finance (Editor's Choice) eJournal
Y. Tsai, Mareike Kunter, O. Lüdtke, U. Trautwein, R. Ryan (2008)
What makes lessons interesting?: The role of situational and individual factors in three school subjectsJournal of Educational Psychology, 100
J. Plass, B. Homer, C. Kinzer (2015)
Foundations of Game-Based LearningEducational Psychologist, 50
(2016)
Does financial education impact financial behavior, and if so, when?
J. Plass, R. Mayer, B. Homer (2020)
Handbook of Game-Based Learning.
E. Klopfer, Jason Haas, Scot Osterweil, Louisa Rosenheck, Colleen Macklin (2018)
Resonant Games: Design Principles for Learning Games That Connect Hearts, Minds, and the Everyday
S. Keller (2015)
Rezension: Bräuer, Gerd (2014): Das Portfolio als Reflexionsmedium für Lehrende und Studierende. UTB-S Kompetent lehren. Verlag Barbara Budrich
S. Hidi, Ann Renninger (2006)
The Four-Phase Model of Interest DevelopmentEducational Psychologist, 41
K. Renninger, S. Hidi (2011)
Revisiting the Conceptualization, Measurement, and Generation of InterestEducational Psychologist, 46
Fengfeng Ke (2016)
Designing and integrating purposeful learning in game play: a systematic reviewEducational Technology Research and Development, 64
A. Krapp (2005)
Basic needs and the development of interest and intrinsic motivational orientationsLearning and Instruction, 15
M. Rudeloff (2019)
Der Einfluss informeller Lerngelegenheiten auf die Finanzkompetenz von Lernenden am Ende der Sekundarstufe I
Zhonggen Yu (2019)
A Meta-Analysis of Use of Serious Games in Education over a DecadeInternational Journal of Computer Games Technology, 2019
R. Reber, Elizabeth Canning, J. Harackiewicz (2018)
Personalized Education to Increase InterestCurrent Directions in Psychological Science, 27
C Aprea (2018)
69
A. Krapp, Richard Ryan (2002)
Selbstwirksamkeit und Lernmotivation. Eine kritische Betrachtung der Theorie von Bandura aus der Sicht der Selbstbestimmungstheorie und der pädagogisch-psychologischen Interessentheorie
Susanne Schürkmann (2017)
FILS: Financial Literacy Study: Validierung und Analyse einer schülerorientierten Financial Literacy
C. Loh, Yanyan Sheng, Dirk Ifenthaler (2015)
Serious games analytics : methodologies for performance measurement, assessment, and improvement
D. Crookall (2014)
Engaging (in) Gameplay and (in) DebriefingSimulation & Gaming, 45
C. Totenhagen, Deborah Casper, Kelsey Faber, Leslie Bosch, C. Wiggs, L. Borden (2015)
Youth Financial Literacy: A Review of Key Considerations and Promising Delivery MethodsJournal of Family and Economic Issues, 36
M. Kerres, M. Vervenne (2009)
Didaktische Konzeption von Serious Games: Zur Verknüpfung von Spiel- und LernangebotenMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, 2009
Douglas Clark, E. Tanner-Smith, Stephen Killingsworth (2016)
Digital Games, Design, and LearningReview of Educational Research, 86
Alice Kolb, D. Kolb (2009)
Experiential Learning Theory: A Dynamic, Holistic Approach to Management Learning, Education and Development
T. Connolly, Elizabeth Boyle, E. MacArthur, T. Hainey, J. Boyle (2012)
A systematic literature review of empirical evidence on computer games and serious gamesComput. Educ., 59
D. Kolb (1983)
Experiential Learning: Experience as the Source of Learning and Development
Aisa Amagir, W. Groot, Henriëtte Brink, A. Wilschut (2018)
A review of financial-literacy education programs for children and adolescentsCitizenship, Social and Economics Education, 17
K. Renninger, S. Hidi (2015)
The Power of Interest for Motivation and Engagement
Dirk Loerwald, Arne Stemmann (2016)
Behavioral Finance and Financial Literacy: Educational Implications of Biases in Financial Decision Making
J. Zumbach, Lydia Rammerstorfer, Ines Deibl (2020)
Cognitive and metacognitive support in learning with a serious game about demographic changeComput. Hum. Behav., 103
N. Großmann, Matthias Wilde (2018)
Promoting Interest by Supporting Learner Autonomy: the Effects of Teaching Behaviour in Biology LessonsResearch in Science Education
M. Sicart (2008)
Defining Game MechanicsGame Stud., 8
Daniel Johnson, M. Gardner, Ryan Perry (2018)
Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ)Int. J. Hum. Comput. Stud., 118
R. Mayer (2014)
Computer Games for Learning: An Evidence-Based Approach
Eveline Wuttke, Jürgen Seifried, Stephan Schumann (2016)
Economic competence and financial literacy of young adults. Status and challenges
R. Ryan, E. Deci (2017)
Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness
T. Hainey, T. Connolly, Elizabeth Boyle, Amanda Wilson, A. Razak (2016)
A systematic literature review of games-based learning empirical evidence in primary educationComput. Educ., 102
Elizabeth Boyle, T. Hainey, T. Connolly, G. Gray, J. Earp, M. Ott, T. Lim, M. Ninaus, Claudia Ribeiro, J. Pereira (2016)
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious gamesComput. Educ., 94
Zhonggen Yu (2019)
A Meta-Analysis of Use of Serious Games in Education over a DecadeInt. J. Comput. Games Technol., 2019
Anna Hoblitz (2015)
Spielend Lernen im Flow
Carmela Aprea, J. Schultheis, Kathleen Stolle (2017)
Instructional integration of digital learning games in financial literacy education
Miriam Peters, M. Hülsken-Giesler, Nadin Dütthorn, B. Hoffmann, Cornelia Jeremias, C. Knab, Rasmus Pechuel (2018)
Mobile Learning in der Pflegebildung
A. Jacob, Frank Teuteberg (2017)
Game-Based Learning, Serious Games, Business Games und Gamification –Lernförderliche Anwendungsszenarien, gewonnene Erkenntnisse und Handlungsempfehlungen
M. Prenzel, K. Kramer, B. Drechsel (2001)
Selbstbestimmt motiviertes und interessiertes Lernen in der kaufmännischen Erstausbildung — Ergebnisse eines Forschungsprojekts
P. Wouters, C. Nimwegen, H. Oostendorp, E. Spek (2013)
A meta-analysis of the cognitive and motivational effects of serious gamesJournal of Educational Psychology, 105
K. Renninger, S. Hidi, A. Krapp (1994)
The Role Of Interest In Learning And DevelopmentAmerican Journal of Psychology, 107
M. Calmbach, Silke Borgstedt, Inga Borchard, P. Thomas, B. Flaig (2016)
Wie ticken Jugendliche 2016
R. Ryan, E. Deci (2000)
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions.Contemporary educational psychology, 25 1
N. Koh (2016)
Approaches to Teaching Financial Literacy: Evidence-Based Practices in Singapore Schools
Martin Riopel, Lucian Nenciovici, Patrice Potvin, Pierre Chastenay, Patrick Charland, J. Sarrasin, Steve Masson (2019)
Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysisStudies in Science Education
Valentin Riemer, C. Schrader (2015)
Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious gamesComput. Educ., 88
(2019)
Arbeitswelten der ZukunftFOM-Edition
F. Faul, E. Erdfelder, Albert-Georg Lang, A. Buchner (2007)
G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciencesBehavior Research Methods, 39
EA Boyle (2016)
178Computers & Education, 94
Chris Hulleman, Olga Godes, Bryan Hendricks, J. Harackiewicz (2010)
Enhancing interest and performance with a utility value intervention.Journal of Educational Psychology, 102
[Driven by the growing popularity of serious games and their great potential for teaching and learning, the use of game-based learning (GBL) is gaining importance in and out of schools and is linked to high expectations in terms of motivation and learning success. There are numerous digital and analog serious games offered by a wide range of providers with respect to economics, particularly to promote financial literacy. However, there is little empirical knowledge about the effective use of the assumed potential of serious games in economics education. Against this background, the aims of the present chapter are (a) the presentation of a newly developed serious game to promote financial literacy, (b) its theoretical background, and (c) a description of the method of the empirical study regarding the observation of the effects of GBL on students’ basic needs experience as well as their content interest within the financial domain.]
Published: Aug 3, 2021
Keywords: Financial literacy; Game mechanic; Reflection; Interest development; Secondary education
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.