5/7/2023 0 Comments Dr richard pecunia![]() ![]() In the paper is presented a brief review of the literature in the context of motivation and learning, of the didactic of the economy, seeking to understand the role of certain management games, organized by university institutions of higher education in the subjects of study. The main objective was to seek to understand the role of motivation on the results of student learning, and for that it was resorted to authors such as Skinner and Belmont (1993), Bandura (2007), Wormeli (2014) and Vos (2015). This research is coated by a qualitative nature, not leaving to resort to quantitative analysis, without inference pretensions. This study presents partial data of a master's research, focusing the investigation performed on the role of learning motivation of the Economy in high school, and took place in a private school on the outskirts of Lisbon, in Portugal. This study provides evidence on how different technological interventions are associate with a lower incidence of financial biases. The authors discuss the application of this evidence in lifelong training. This paper contributes to the literature on debiasing interventions by offering initial evidence on technological-based interventions in the domain of financial decision-making. Suboptimal decision-making may lead to adverse consequences both at the individual and social levels. This study contributes by advancing empirical evidence on technological supports for interventions to improve financial decision-making. These educational approaches involve technology to support individuals in reducing the incidence of cognitive biases. the CSCL and the TAM, can implement individuals’ financial decision-making. Literature suggests that two educational approaches, i.e. Participants who took part in the TAM-based group reported lower financial biases than those in the CSCL-based training group and the control group. The authors randomly assigned the participants (N = 507) to one of two training conditions or a control group, and in turn, we assessed the incidence of financial biases after the training interventions. The study adopted a quasi-experimental research design. This paper aims to empirically compare the degree to which two technological interventions, based on the computer-supported collaborative learning (CSCL) and the technology acceptance model (TAM), were associated with a different incidence of financial biases. The financial rules can be changed so the game can be used worldwide for people in different countries. The game provides a sound underpinning of the skills needed to make good financial decisions, hence preparing students for being good citizens in later life. Pecunia utilizes the open-source platform OpenSim (similar to Second Life) where students take the role of an 18 years old male/female character and live his/her life in terms of making various financial decisions and see through the consequences. Pecunia -the game world -is developed with exactly this aim in mind. Playing games is also equally attractive for children and young adults, so combining finance education with games can provide them with opportunities for learning about different financial decision through trial-and-error without putting themselves into risk situation. Research literature from around the world suggests that younger children can benefit from finance education as much as older ones if not more. ![]()
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