money game for tween girls: a game-based design to support financial learning by wilawan inchamnan...
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Money Game for Tween Girls:A Game-based design to Support Financial Learning
By WILAWAN INCHAMNANQueensland University of Technology, Australia
Break the Ice
Wilawan InchamnanLecturer at Dhurakij Pundit UniversityInteractive Design and Game Development
Student- Doctor of Information Technology at Queensland University of Technology AustraliaIn Games and Interactive Entertainment
WILAWAN@IEC2011
Introduction
• e-Learning in terms of financial learning
• Why computer games are significant?
• Money game for Tween girls
• Learning strategies
• Conclusion
WILAWAN@IEC2011
e-Learning in terms of financial learning
•Interact online •Provide enjoyment and satisfaction
•Are challenging and are tools for learning as e-learning
WILAWAN@IEC2011
Why Computer games are significant?
• Normal part of childhood in many countries• The negative impacts of excessive game use, • game addiction,• social isolation • increased violent behaviour
• Computer game use on children’s cognitive and creative learning processes
WILAWAN@IEC2011
Why Computer games are significant?
WILAWAN@IEC2011
Why Computer games are significant?
WILAWAN@IEC2011
Why Computer games are significant?
WILAWAN@IEC2011
Money game for Tween girls
• Assist children’s financial ability• Manage the game’s financial resources through saving, lending and knowing• Assist in the development of real life skills• Teach the concepts of financial management• Link virtual world experiences with the real world banking information
through online learning technology
WILAWAN@IEC2011
Money game for Tween girls (cont)
Pre-teens or tweens are children who are between middle childhood and adolescence, usually aged between 8 and 12 years
WILAWAN@IEC2011
Money game for Tween girls (cont)
Consequently, this project is focused on gender and the ability of a game specifically designed for females to influence players in terms of learning outcomes.
WILAWAN@IEC2011
Money game for Tween girls (cont)
To ensure the learning satisfaction of the game player, game usability evaluation procedures were implemented
WILAWAN@IEC2011
Usability is the capability of an interactive system to be used by humans easily and effectively through considering ease of use, effectiveness, efficiency and satisfaction.
GAME-BASED DESIGN
Money game for Tween girls (cont)
WILAWAN@IEC2011
Learning strategies
Financial learning
Game mechani
csGame Interfac
e
Game play
Player’s emotionPattern
of play
Social play
WILAWAN@IEC2011
Conclusion
WILAWAN@IEC2011
• A financial learning model • Usability design, game interface, game mechanics and game play• Users’ satisfaction in terms of financial learning through social networking, patterns of their play and their emotional connections
Conclusion
WILAWAN@IEC2011
Game technology has the power to encourage the type of learning in which children act, interact, make decisions and learn in order to accomplish the goals.
Game is a new medium though e-Learning. Incorporating iterative improvements into Party Girl based on our play-testing, will result in an interactive experience that encourages both engagement and financial literacy.
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Acknowledge: Dr Peta Wyeth
Senior Lecturer
Faculty of Science and Technology | Queensland University of Technology
Brisbane QLD Australia in reading and commenting on this paper.