Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness
Abstract
:1. Introduction
2. Study Background
3. Design of the Software
- A player is presented with a series of questions on a finance concept with increasing difficulty. The challenge in the game is to achieve as high a score as possible by answering most questions correctly on first attempt. Players receive points for correct answers. Nevertheless, the fun part is that the game also tries to deduct random points for each incorrect answer on first attempt and awards no point for subsequent attempts. This means a player needs to thoroughly study the relevant concepts to score high points, as otherwise, the game can deduct a random large score. Thus, in planning the game, the view that an effective educational game should be fun to play [29] was considered.
- Careful consideration was also given in developing questions presented through the game interface. Following the cognitive apprenticeship model [34], the game needs to encourage students to explore and engage with the covered concepts, even when there is limited intervention from the lecturer. Thus, the questions presented in the game are highly critically reflective and much different from traditional textbook exercises. In solving the questions, students need to know the concepts, think deeper, understand the meaning and synthesise multiple concepts. Moreover, all questions incorporate random values, and the accuracy of these answers is checked programmatically. Thus, each time a player runs the game, different values appear for the questions, which retains the game’s interestingness, as would not be possible with exercises involving static values. Such randomness, in turn, stimulates the various decision-making contexts finance professionals experience in a real-world market and thus potentially leads to retained learning.
4. Methodology
5. Results
5.1. Descriptive Statistics
5.2. Further Analysis Using Bayesian Inference
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. The Survey Questionnaire
- ☐
- Full-time student
- ☐
- Part-time student
- ☐
- Distance education
- ☐
- On-campus student
- ☐
- General Business Management
- ☐
- Accounting
- ☐
- Financial Planning
- ☐
- Property
- ☐
- Law
- ☐
- Unemployed or not working
- ☐
- Working for an organisation full time
- ☐
- Working for an organisation part time
- ☐
- Running a business
- ⚪
- 18–24
- ⚪
- 25–34
- ⚪
- 35–44
- ⚪
- 45–54
- ⚪
- 55–64
- ⚪
- 65+
- ⚪
- Not much or am somewhat new to using IT
- ⚪
- Have good knowledge of general software and IT tasks like emailing, browsing, document setting
- ⚪
- Have advanced knowledge of IT and software like spreadsheet use, database applications
- ⚪
- Unfamiliar or have little knowledge
- ⚪
- Have some knowledge about financial markets like share and bond markets in general
- ⚪
- Have expert level of knowledge about financial markets like trading and risks
⚪ 1-Highly Unsatisfactory | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Highly Satisfactory |
I found the game engaging | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I found the game enjoyable | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
The game is easy to use | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
The game has good visual outlook | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I feel the game is well planned | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I did not face any technical issue when using the game | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
Encountered situations in the game motivated me to think thoroughly on learning resources | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
Encountered situations in the game assisted me to learn covered topics better than textual resources | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
Encountering situations in the game assisted me in solving assessment problems easily | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I feel the situations encountered represent real-world scenarios | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I believe solving tasks in the game will assist me professionally | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
I had a memorable experience from playing the game | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
Overall, I feel the game is supportive of learning | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
Overall, I feel playing the game has helped me with assessment tasks | ⚪ 1-Strongly Disagree | ⚪ 2 | ⚪ 3 | ⚪ 4 | ⚪ 5-Strongly Agree |
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Mean | se_Mean | sd | 2.50% | 25% | 50% | 75% | 97.50% | n_eff | Rhat | |
---|---|---|---|---|---|---|---|---|---|---|
theta | 0.62 | 0 | 0.09 | 0.44 | 0.56 | 0.62 | 0.68 | 0.78 | 1415 | 1 |
lp__ | −21.24 | 0.02 | 0.77 | −23.44 | −21.42 | −20.94 | −20.75 | −20.69 | 1705 | 1 |
Family: Gaussian | |||||||
Links: mu = identity; sigma = identity | |||||||
Draws: 4 chains, each with iteration = 2000; warmup = 1000; thin = 1; | |||||||
total post-warmup draws = 4000 | |||||||
Population-Level Effects: | |||||||
Estimate | Est. Error | l-95% CI | u-95% CI | Rhat | Bulk_ESS | Tail_ESS | |
Intercept | −0.01 | 0.33 | −0.7 | 0.66 | 1 | 4016 | 2901 |
b1 | 0.51 | 0.4 | −0.32 | 1.33 | 1 | 2434 | 2320 |
b2 | 0 | 0.24 | −0.47 | 0.47 | 1 | 2634 | 2116 |
b3 | 0.5 | 0.29 | −0.12 | 1.09 | 1 | 2413 | 2238 |
Family-Specific Parameters: | |||||||
Estimate | Est. Error | l-95% CI | u-95% CI | Rhat | Bulk_ESS | Tail_ESS | |
sigma | 0.32 | 0.1 | 0.18 | 0.58 | 1 | 1568 | 2205 |
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Imam, T.; Cowling, M.; Das, N. Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness. Mathematics 2022, 10, 4205. https://doi.org/10.3390/math10224205
Imam T, Cowling M, Das N. Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness. Mathematics. 2022; 10(22):4205. https://doi.org/10.3390/math10224205
Chicago/Turabian StyleImam, Tasadduq, Michael Cowling, and Narottam Das. 2022. "Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness" Mathematics 10, no. 22: 4205. https://doi.org/10.3390/math10224205
APA StyleImam, T., Cowling, M., & Das, N. (2022). Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness. Mathematics, 10(22), 4205. https://doi.org/10.3390/math10224205