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Money Game for Tween Girls: A Game-based design to Support Financial Learning. By WILAWAN INCHAMNAN Queensland University of Technology, Australia. Break the Ice. Wilawan Inchamnan Lecturer at Dhurakij Pundit University Interactive Design and Game Development
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Money Game for Tween Girls:A Game-based design to Support Financial Learning By WILAWAN INCHAMNAN Queensland University of Technology, Australia
Break the Ice WilawanInchamnan Lecturer at Dhurakij Pundit University Interactive Design and Game Development Student- Doctor of Information Technology at Queensland University of Technology Australia In 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 GAME-BASED DESIGN 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. Wilawan@IEC2011
Money game for Tween girls (cont) Wilawan@IEC2011
Learning strategies Social play Game mechanics Game Interface Financial learning Player’s emotion Pattern of play Game play Wilawan@IEC2011
Conclusion • 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 Wilawan@IEC2011
Conclusion • 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. Wilawan@IEC2011
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