通过基于游戏的学习来培养基本需求经验和与财务相关的态度:游戏机制和汇报的作用
Liane Platz1, Michael Juettler2
1Laboratory Dr. Liane Platz, Department of Economics, University of Konstanz, Konstanz, Germany.
PloS one
|December 2, 2025
概括
基于游戏的学习 (GBL) 提高了财务规划技能. 战略决策和反思促使积极影响学生的基本需求经验,但不是直接影响他们的财务态度.
科学领域:
- 教育心理学教育心理学
- 学习科学 学习科学
- 人与计算机的交互
背景情况:
- 基于游戏的学习 (GBL) 对于特定领域的知识获取是有效的.
- 影响动机和态度的特定GBL元素仍然不清楚.
- 了解GBL对财务规划教育的影响至关重要.
研究的目的:
- 调查游戏机制和反思提示对高中学生基本需求经验和财务规划态度的影响.
- 确定游戏机制是否通过基本需求影响与金融相关的态度,通过反思提示进行调节.
主要方法:
- 一个准实验性的2x2对照组设计,包括293名高中生.
- 用五个测量点收集数据.
- 应用了多变量方差分析和调节调解路径模型.
主要成果:
- 具有更强的战略决策和直接反思的游戏促使积极影响学生的基本需求体验 (中等效果大小).
- 调节调解路径模型没有显示对金融相关态度的特定群体影响.
- 提供了对GBL实施的初步实证见解.
结论:
- 战略决策和反思提示是提高学生基本需求经验的关键GBL元素.
- 需要进一步的研究才能充分理解GBL对金融规划教育态度的影响.
- 这项研究为优化教育环境中的GBL提供了有价值的经验数据.
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