The purpose of this qualitative study was to explore how digital games supported experiential learning in the area of financial literacy, how experiential educational games should be designed, and which online games integrated experiential learning to enhance learning outcomes in the area of financial literacy.
There has been an epidemic of financial illiteracy among our youth. The lack of correct financial knowledge and skills account for their dismal management of money and endangers their future financial well-being. Overreliance on credit, living beyond their means, and irresponsible spending are no longer a personal issue, but has become a public issue and crisis.
Collaborative efforts by government, organizations, universities, and individuals to improve financial literacy can be seen nationwide. Researchers are also active in finding out the best practice for financial literacy education. To facilitate transfer of learning, they concluded that interactive pedagogy, such as experiential learning, supported by multimedia (e.g., digital games) are more adept at increasing participants’ financial knowledge and improving their financial decision-making than traditional telling pedagogy.
In fact, other than interactive and engaging, digital games are experiential in nature, thereby serving as a qualified tool to teach financial literacy. Games, no different from any other pedagogical space, need to be purposefully designed to enhance learning outcomes that are relevant and matter in financial education.
Kiili’s (2005) experiential gaming model was introduced to elaborate on the design of experiential games that promote engagement and are conducive to active learning. An organizational structure derived from Kiili’s (2005) experiential gaming model was invented and used as a benchmark for analyzing four online financial literacy games: Moneytopia, Cashflow 101 The Web Game, Farm Blitz, Financial Football 2.0.
The results showed that Moneytopia and Casfhflow 101 are highly supportive of situated, double-loop, and experiential learning and exemplifies the ideal design of financial literacy games. Farm Bltizm, failing to allow the player to discover solutions by himself, promotes single-loop learning. As for Financial Football 2.0, the separation between fun activities and educational activities illustrates the undesirable design of educational games. The gamification of standardized testing is what should be prevented in financial literacy games.
Kiili’s (2005) experiential gaming model and the derived organizational structure were proved useful for identifying, analyzing, and designing experiential financial literacy games. An organizational structure derived from Kiili’s (2005) experiential gaming model was used to analyze four online financial literacy games: Moneytopia, Cashflow 101 The Web Game, Farm Blitz, Financial Football 2.0.