トップEージ

Considering Financial and Economic ICT Education : Using Massively Multiplayer Online System

Takuji Takemoto
Kyoto University

In this thesis, in order to solve consumers’ problems regarding finance, I propose the utilization of virtually experienced financial and economic education using the ICT  system of the massively multiplayer online system. The features that render this education method much better than others are as follows.

1) Interactive education involving many participants

 2) Continuous education that does not conclude

 3) Real economic experience

 By this education, the learners can achieve financial and economic experiences unlike that obtained until now by consumers in our country. In addition, they can learn self-responsibility and about how to take risks in an unpredictable financial and economic society. It greatly decreases problems that consumers previously experienced.

  The move to introduce ICT in education has found a rapid thrust in the past several years.  However, even when we obtain efficiency and convenience by the ICT education, the atmosphere of the classroom exists. Concretely, the effectiveness of a class is controlled by students’ independence, which was the weak point regarding the ICT education in the past. If the educative effect does not arise due to the lack of aggressiveness in the student, it is necessary to create interesting teaching materials.

  Even if we consider using only the content that relates to a part of financial and economic education, as existing in the present MMORPGs, it is insufficient as a mode of education. I believe that the following elements can be added toward its completion as an educational program.

 1) Evasion of the danger of it becoming speculation, not investment

 2) Education of risk perception

 3) Action of learners’ trouble

4) Content that increases learners’ independence

Financial and economic education using the MMO system will improve people’s literacy concerning finance and economy in the future. Moreover, not only is there a decrease in the consumer trouble related to finance, there are also various other effects that are expected. The following, for instance, are some of the effects:

1) Increase in investors who can take risks because of investor education

 2) Activation of finance to business ventures

 3) Creation of business ventures

Further, if the level of effectiveness can be shown by a continuous experimental study on the future, it creates an internationally unparalleled education method of obtaining educational efficiency and achieving positive approach in students. Then, we can expect the merging of education and amusement markets beyond the platforms of education and amusement, creating the potential of inventing a new business market.

→Japanese Ver.

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