Financial Video Games: A Financial Literacy Tool for Social Workers
Author(s) -
Kristin V. Richards,
Jacqueline Williams,
Thomas E. Smith,
Bruce A. Thyer
Publication year - 2015
Publication title -
international journal of social work
Language(s) - English
Resource type - Journals
ISSN - 2332-7278
DOI - 10.5296/ijsw.v2i1.7130
Subject(s) - financial literacy , interactivity , experiential learning , financial services , video game , attractiveness , multimedia , computer science , finance , psychology , mathematics education , business , psychoanalysis
The purpose of this article is to describe a new approach to practice for social workers, providing financial education services to their clients through the use of personal-finance video games. Addressing the financial concerns of individuals and families has long been part of social work practice. However, video games designed for educational purposes (i.e. digital game-based learning) provide a new interactive teaching method which emphasizes experiential learning. Some technological advantages to using video games for educational purposes are: interactivity, accessibility, individualization, low cost per user, the ease of updating the content, and the attractiveness of the graphics. Educational video games support and strengthen: school achievement, cognitive abilities, motivation towards learning, attention and concentration. Overall, the literature indicates that digital game-based learning is a viable and promising method for social workers to provide financial educational services to their clients.
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