トップEージ

Practice and Problem of Financial Education Method using Game

TakujiTakemoto
University of Fukui

 This paper is the report about research of the method that digital game makes the financial education efficient.
 Financial Services Agency and Cabinet Office in Japan released the definition and the purpose of the financial education in 2005.Its definition can be summarized into the word "monetary economy literacy" and its purpose is to enrich people`slife.From 2005 to the present, the theoretical research and investigation have been done by many researchers.(For example: the difference between the financial education and the other education, the difference between British education and American one on finance, the contents of the financial education, the questionnaire and the interview)
 At the 9th national conference of this academic society, I explained the background for which financial education is needed in Japan and the contents of the financial education.At the 10th national conference, I proposed the financial education usingthe massively multiplayer online system.
 Moreover, I was engaged in the development of the digital educational contents.However, there were the following three problems in those systems.
  1. Participants cannot gain experience by its system.
  2. The system does not give participants high concern.
  3. The system cannot give participants many feedbacks.
 I tried two approaches for the purpose of the solution of this subject.One is the experimentation of the interactive effects in the class, and the other is the patent application about the analysis system of digital contents.These two proposals solved the three previously-mentionedproblemsto some extent.
 From now on, I am going to perform the experiment about the interactive element by the new contents in the class, the collection of many data in the off-line digital game, and to spread to intranet and internet after those sufficient verifications.

→Japanese Ver.

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