Leveling Up Financial Literacy: Transforming Education through Video Games with the Aijuvi 1.0 Model
Jesús Flores, Universidad de Guanajuato (Mexico)
Abstract
The Aijuvi 1.0 didactic model represents an innovative approach to teaching personal finance through video games, bridging the gaps between financial literacy, gamification, and academic English learning. Grounded in Design-Based Research (De Benito & Salinas, 2016) and Constructivist principles, the model enhances student engagement and motivation, addressing some of the important limitations of traditional teaching methods. The presentation outlines the model's four-stage framework: preparation, activation of prior knowledge, interactive gameplay, and reflective learning. Participants will learn how the Aijuvi 1.0 model leverages video games such as ‘The Payoff’ to simulate real-world financial scenarios, fostering decision-making, critical thinking, and contextual language application. Key findings from a study of 126 university students demonstrate significant improvements in attention, relevance, confidence, and satisfaction (Keller, 2010), while its structured integration of gamified learning supports the development of academic English skills alongside high levels of student engagement. Attendees will take away specific recommendations, including strategies to incorporate video games into curriculum design for teaching personal finance and English as a Foreign Language (EFL), insights into how gamification enhances motivation and comprehension through relatable and immersive experiences (Contreras Espinosa & Eguia, 2017), and best practices for addressing technological and curriculum alignment challenges to ensure equitable access and impactful learning outcomes. This presentation advocates for adopting gamified educational tools to foster inclusive, dynamic, and learner-centered environments in higher education.
Keywords |
didactic model, video games, personal finance education, gamification, EFL learning |
REFERENCES |
[1] De Benito Crosetti, B., & Salinas Ibáñez, J. M. (2016). La investigación basada en diseño en tecnología Educativa. [Design-Based Research in Educational Technology ] Revista Interuniversitaria de Investigación en Tecnología Educativa. https://doi.org/10.6018/riite2016/260631 [2] Contreras Espinosa, R. S., & Eguia, J. L. (2017). Experiencias de gamificación en las aulas. [Gamification Experiences in the Classroom] INCOM-UAB. https://ddd.uab.cat/pub/llibres/2018/188188/ebook15.pdf [3] Keller, J. M. (2010). Motivational Design for Learning and Performance. The ARCS model approach. Springer. https://doi.org/10.1007/978-1-4419-1250-3 |