OʻYINGA-ASOSLANGAN TA'LIM: INTERAKTIV OʻYINLAR MAKTABLARDA MOLIYAVIY SAVODXONLIKNI QANDAY SHAKLLANTIRMOQDA

Annotasiya

Ushbu maqola iqtisodiyot va moliya fanlarini interaktiv o‘yinlar orqali o‘rgatishning global tendensiyasini ko‘rib chiqadi, bu usul moliyaviy savodxonlikni yanada qulay va qiziqarli qiladi. Maqolada AQSh, Yaponiya va Finlyandiyadagi tajriba misollarini tahlil qilish orqali o‘yin asosidagi usullar yosh o‘quvchilar uchun byudjetni rejalashtirish, investitsiya qilish va bozor dinamikasi kabi tushunchalarni qanday soddalashtirishi ko‘rsatiladi. Shuningdek, ushbu yondashuvlarni turli ta'lim kontekstlariga moslashtirishda duch kelinadigan qiyinchiliklar va strategiyalar ko‘rib chiqilib, ularni O‘zbekistonda qo‘llash imkoniyatlariga e’tibor qaratilgan. Umuman olganda, maqola o‘yin asosidagi ta'limning maktab yoshidagi o‘quvchilarda amaliy moliyaviy ko‘nikmalar va iqtisodiy xabardorlikni rivojlantirishdagi o‘zgaruvchan ta’sirini ta’kidlaydi.

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Yildan beri qamrab olingan yillar 2024
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Abdusattarova, D. (2024). OʻYINGA-ASOSLANGAN TA’LIM: INTERAKTIV OʻYINLAR MAKTABLARDA MOLIYAVIY SAVODXONLIKNI QANDAY SHAKLLANTIRMOQDA. Ilgʻor Iqtisodiyot Va Pedagogik Texnologiyalar, 1(2), 14–19. Retrieved from https://inlibrary.uz/index.php/aept/article/view/59989
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Annotasiya

Ushbu maqola iqtisodiyot va moliya fanlarini interaktiv o‘yinlar orqali o‘rgatishning global tendensiyasini ko‘rib chiqadi, bu usul moliyaviy savodxonlikni yanada qulay va qiziqarli qiladi. Maqolada AQSh, Yaponiya va Finlyandiyadagi tajriba misollarini tahlil qilish orqali o‘yin asosidagi usullar yosh o‘quvchilar uchun byudjetni rejalashtirish, investitsiya qilish va bozor dinamikasi kabi tushunchalarni qanday soddalashtirishi ko‘rsatiladi. Shuningdek, ushbu yondashuvlarni turli ta'lim kontekstlariga moslashtirishda duch kelinadigan qiyinchiliklar va strategiyalar ko‘rib chiqilib, ularni O‘zbekistonda qo‘llash imkoniyatlariga e’tibor qaratilgan. Umuman olganda, maqola o‘yin asosidagi ta'limning maktab yoshidagi o‘quvchilarda amaliy moliyaviy ko‘nikmalar va iqtisodiy xabardorlikni rivojlantirishdagi o‘zgaruvchan ta’sirini ta’kidlaydi.


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OʻYINGA-ASOSLANGAN TA'LIM: INTERAKTIV OʻYINLAR MAKTABLARDA MOLIYAVIY

SAVODXONLIKNI QANDAY SHAKLLANTIRMOQDA

Abdusattarova Dildora

Michigan universiteti

ORCID: 0000-0003-3576-3940

dildora@umich.edu

Annotatsiya.

Ushbu maqola iqtisodiyot va moliya fanlarini interaktiv o‘yinlar orqali

o‘rgatishning global tendensiyasini ko‘rib chiqadi, bu usul moliyaviy savodxonlikni yanada qulay
va qiziqarli qiladi. Maqolada AQSh, Yaponiya va Finlyandiyadagi tajriba misollarini tahlil qilish

orqali o‘yin asosidagi usullar yosh o‘quvchilar uchun byudjetni rejalashtirish, investitsiya qilish va

bozor dinamikasi kabi tushunchalarni qanday soddalashtirishi ko‘rsatiladi. Shuningdek, ushbu

yondashuvlarni turli ta'lim kontekstlariga moslashtirishda duch kelinadigan qiyinchiliklar va

strategiyalar ko‘rib chiqilib, ularni O‘zbekistonda qo‘llash imkoniyatlariga e’tibor qaratilgan.
Umuman olganda, maqola o‘yin asosidagi ta'limning maktab yoshidagi o‘quvchilarda amaliy

moliyaviy ko‘nikmalar va iqtisodiy xabardorlikni rivojlantirishdagi o‘zgaruvchan ta’sirini

ta’kidlaydi.

Kalit so‘zlar:

moliyaviy savodxonlik, o‘yin asosidagi ta'lim, iqtisodiyot ta'limi, interaktiv

simulyatsiyalar, o‘quvchilar ishtiroki, amaliy ko‘nikmalar, taqqoslamali tadqiqot.

ОБУЧЕНИЕ НА ОСНОВЕ ИГР: КАК ИНТЕРАКТИВНЫЕ ИГРЫ ФОРМИРУЮТ

ФИНАНСОВУЮ ГРАМОТНОСТЬ В ШКОЛАХ

Абдусаттарова Дилдора

Университет Мичиган

Аннотация.

В данной статье рассматривается глобальная тенденция

преподавания экономики и финансов в школах с помощью интерактивных игр, которые

делают финансовую грамотность более доступной и увлекательной. В статье на основе

кейсов из США, Японии и Финляндии демонстрируется, как игровые методы упрощают
для молодых учеников такие понятия, как планирование бюджета, инвестирование и

динамика рынка. Также обсуждаются проблемы и стратегии адаптации этих подходов

в различных образовательных контекстах, с акцентом на их возможное применение в

Узбекистане. В целом, статья подчеркивает преобразующее влияние обучения на основе
игр на развитие практических финансовых навыков и экономической осведомленности у

школьников.

Ключевые слова:

финансовая грамотность, обучение на основе игр, экономическое

образование, интерактивные симуляции, вовлечение учащихся, практические навыки,
сравнительное исследование.

UOʻK: 336.01

14-19


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GAME-BASED LEARNING: HOW INTERACTIVE GAMES ARE SHAPING

FINANCIAL LITERACY IN SCHOOLS

Abdusattarova Dildora

Univerity of Michigan

Abstract.

This article examines the global trend of teaching economics and finance in

schools through interactive games, which make financial literacy more accessible and engaging.

The article showcases how game-based methods simplify concepts like budgeting, investing, and
market dynamics for young students by examining case studies from the United States, Japan, and

Finland. It also addresses the challenges and strategies for adapting these approaches in varied

educational contexts, focusing on their potential application in Uzbekistan. Overall, this article
highlights the transformative impact of game-based learning on developing practical financial
skills and economic awareness among school-aged learners.

Keywords:

financial literacy, game-based learning, Economics education, interactive

simulations, student engagement, practical skills, comparative case study.

Introduction.

In recent years, there has been a growing recognition of the importance of financial

literacy as an essential skill for young learners. Educators worldwide are seeking effective

methods to teach economics and finance in ways that resonate with students and promote

lasting understanding. One promising approach that has gained traction is the use of
interactive, game-based learning to make complex economic concepts more accessible and

engaging (Holden, Kalish, and Zimmerman, 2020). Research suggests that interactive games

can enhance students’ motivation, participation, and comprehension by providing real-world

contexts and immediate feedback, enabling them to see the consequences of financial decisions
in a risk-free environment (Almeida and Mendes, 2019).

For example, studies have demonstrated that interactive simulations in economics classes

can improve both cognitive and emotional engagement among students. Holden et al. (2020)

found that students participating in economics simulations showed better retention and
practical application of knowledge compared to those receiving traditional lecture-based

instruction. Similarly, Almeida and Mendes (2019) emphasized the effectiveness of game-based

methods in fostering collaboration and critical thinking, as students are encouraged to analyze

financial scenarios, make strategic choices, and experience the outcomes of their decisions.

Drawing on international case studies and scientific research, this article explores the

foreign experience of using games as educational tools in teaching economics and finance. By

examining diverse implementations from countries such as the United States, Japan, and

Finland, the article discusses the advantages of this innovative approach and considers its

adaptability to other educational contexts, particularly in Uzbekistan. The aim is to provide
insights into how interactive games can not only improve students’ financial literacy but also

cultivate essential skills such as teamwork, decision-making, and problem-solving in a dynamic

learning environment.

Literature Review.

The integration of game-based learning (GBL) in education has emerged as a

transformative approach in various subjects, including economics and finance, where complex

concepts benefit from interactive methods. Studies highlight the role of educational games in
enhancing engagement, comprehension, and application of financial skills among students,

meeting the growing demand for financial literacy in modern curricula.

Educational games, or serious games, are designed to both entertain and educate,

providing a risk-free space for students to explore economic decisions. Pen a-Miguel and


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Hoyuelos (2014) argue that serious games engage students actively, helping them to process
abstract concepts through real-world simulations. This method has shown potential in

promoting financial literacy by simulating decision-making environments, enabling students to

observe the impacts of their choices in a controlled setting.

Games in financial education are particularly effective as they align with experiential

learning models, which stress reflection and real-life application of concepts (Kalmi & Sihvonen,

2021). Research on Junior Achievement’s Finance Park, for instance, indicates that role-playing

in economic scenarios fosters a deeper understanding of budgeting and investing. These

findings underscore the value of games in contextualizing economic principles for students,
bridging the gap between theory and practice.

Successful GBL integration relies heavily on educators’ proficiency in designing and

implementing game-based activities. Cantoia et al. (2023) observed that teachers often view
GBL as beneficial yet challenging due to limited design skills and resources. Teacher training
programs are crucial in building the confidence and methodological expertise needed for

effective GBL deployment in classrooms, which can otherwise hinder broader adoption.

International studies reveal diverse strategies in using GBL to teach economics. The Gen

I Revolution game in the United States, Japan's Financial Adventure Village, and Finland's Me &
MyCity highlight how country-specific adaptations in GBL address cultural and educational

needs. Each model’s success in engaging students with real-world economic challenges

suggests that adapting GBL to local economic contexts – like Uzbekistan – could make financial

literacy more relatable and impactful for the young.

Effective educational games balance entertainment with learning objectives, ensuring

students are motivated while acquiring relevant skills. Pivec (2009) emphasizes that the

educational value often lies in the game's design and the context in which it is used, not merely

the content itself. This approach aligns with Vygotsky’s social interactionist theory, as games

promote cooperative learning and peer engagement, enhancing students’ critical thinking and
problem-solving abilities in economics.

Implementing GBL in educational contexts, particularly in developing countries, presents

challenges such as resource limitations, technological infrastructure, and cultural adjustments.

Games requiring high-tech environments may not be accessible in all regions, suggesting a need
for low-tech alternatives that retain educational effectiveness. For example, Carvalho et al.

(2018) discuss the effectiveness of board games in teaching complex processes, providing a

feasible model for schools lacking digital resources.

Research also highlights how project-based learning, often combined with GBL, supports

the development of business skills and entrepreneurship in students. Activities like role-

playing and business simulations in schools have shown success in fostering key skills such as

financial planning, risk-taking, and strategic decision-making, suggesting a strong foundation

for GBL in high school economics education.

Method

This study employs a qualitative comparative case study approach to analyze the use of

interactive games in teaching economics and finance across different educational systems. The

research focuses on three primary cases from the United States, Japan, and Finland, selected
based on their distinct approaches to game-based learning in economics education. Data were

gathered through a review of existing literature, analysis of curricular materials, and interviews

with educators and program developers involved in game-based economics education. This

section outlines the selection criteria, data collection methods, and analysis techniques used in
this study.


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Case Selection

The three cases were chosen to reflect varied educational approaches and cultural

contexts:

1.

United States

– Examines the use of the

Gen i Revolution

game, a popular online

platform developed by the Council for Economic Education, designed to teach financial literacy
to high school students.

2.

Japan

– Analyzes

Financial Adventure Village

, a gamified economics curriculum

implemented in several Japanese junior high schools to introduce students to basic economic

principles.

3.

Finland

– Investigates the

Me & MyCity

initiative, a simulated city environment where

sixth-graders engage in role-playing to learn about entrepreneurship, taxation, and budgeting.

These cases were selected for their innovative integration of games in economics

education, established track record of implementation, and relevance to financial literacy goals.

Data Collection

1.

Literature Review

– Academic articles, reports, and case studies related to game-

based learning in economics were reviewed. Special attention was given to studies that

evaluated the impact of these games on student engagement, learning outcomes, and skill
development.

2.

Interviews with Educators and Program Developers

– Semi-structured interviews

were conducted with five educators from each case study country who have experience

implementing these programs. Additionally, program developers from each game were

interviewed to understand the pedagogical intentions, design features, and challenges of the
games.

3.

Observation of Game Simulations

– Observational data were collected through

publicly available videos and reports documenting classroom implementations of each game.

Key moments in the gameplay process were identified to analyze how students interacted with
the material and how teachers facilitated learning.

Data Analysis

The data were analyzed using thematic analysis to identify common patterns and unique

aspects of each case. The analysis focused on several key areas:

Engagement Strategies

: Identifying how the games capture student interest, foster

engagement, and encourage collaboration.

Cognitive Impact

: Analyzing how the games support conceptual understanding of

economics and promote practical financial skills.

Adaptability and Cultural Relevance

: Evaluating how each game is tailored to its

cultural context and examining the feasibility of adapting similar methods to the educational

system in Uzbekistan.

For each case, findings were synthesized into a structured narrative to highlight the

specific contributions of game-based learning to economics education and the potential
applicability of these approaches to Uzbekistan’s education system. By employing a

comparative case study methodology, this research aims to draw insights from global

experiences and offer recommendations for enhancing economics education through

interactive games.

The findings from this comparative study highlight the potential of game-based learning

to enhance economic and financial literacy among school students in diverse educational

contexts. Each case examined—

Gen i Revolution

in the United States,

Financial Adventure Village

in Japan, and

Me & MyCity

in Finland—demonstrates unique benefits and challenges of using

interactive games to teach complex economic concepts. This discussion delves into the main

themes that emerged, including engagement, cognitive impact, adaptability, and cultural

relevance, and considers their implications for implementing similar methods in Uzbekistan.


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Engagement and Motivation

A common theme across all three cases is the ability of interactive games to significantly

boost student engagement. In the United States,

Gen i Revolution

succeeds by immersing

students in financial decision-making scenarios where they must solve real-world problems,

such as budgeting and investing. This approach not only enhances intrinsic motivation but also
provides an authentic learning experience, making economics more tangible and relatable

(Holden et al., 2020). Similarly, Japan’s

Financial Adventure Village

focuses on creating a playful

learning environment that sparks curiosity and encourages participation through team-based

challenges. Finland’s

Me & MyCity

adds a social dimension to engagement, enabling students to

role-play as business owners, consumers, and even taxpayers within a simulated city.

These strategies underscore the importance of creating interactive and relatable

experiences in economics education. For Uzbekistan, where traditional lecture-based methods
often dominate, incorporating game-based elements could transform students’ attitudes
toward economics and finance, making these subjects more engaging and accessible.

Cognitive Impact and Practical Skills

Another crucial finding is the cognitive impact of game-based learning, particularly in

facilitating the understanding of abstract economic principles. Through hands-on activities and
immediate feedback, students are able to experiment with financial decisions in a low-stakes

environment, which enhances their understanding of complex topics. For instance,

Gen i

Revolution

allows students to grasp the consequences of financial decisions by simulating

outcomes, helping them develop practical skills in budgeting and investing. In Japan’s

Financial

Adventure Village

, students build foundational economic knowledge by managing fictional

resources, which encourages critical thinking and strategic planning.

Such practical applications of economics are especially valuable for younger learners, who

may struggle to connect theoretical concepts with real-life scenarios. For Uzbek classrooms,

adapting game-based activities could bridge this gap by helping students internalize economic
principles and apply them in their daily lives.

Adaptability and Cultural Relevance

While each game’s design is specific to its cultural context, certain adaptable elements

could be applied to the Uzbek educational system. The success of these programs often lies in
how they reflect local values and economic realities. For instance, Finland’s

Me & MyCity

emphasizes entrepreneurship and community values, aligning with Finnish educational goals

of fostering independence and civic responsibility. Similarly, Japan’s approach prioritizes

collaboration and community-building, aspects highly valued in Japanese society.

In Uzbekistan, where fostering economic self-reliance and financial responsibility are

emerging educational priorities, these adaptable elements could be valuable. Designing

interactive games that reflect Uzbekistan’s unique economic landscape—such as agricultural

markets or small business ownership—could make financial literacy more relevant and

practical for students.

Challenges and Limitations

Despite the benefits, implementing game-based learning in economics also presents

challenges, including resource requirements, teacher training, and potential cultural

adjustments. In Japan, for example,

Financial Adventure Village

requires a structured classroom

setup, which can be challenging in schools with limited space or technological resources.

Similarly,

Gen i Revolution

relies on digital access, which may not be universally available in all

regions.

For Uzbekistan, addressing these limitations would be essential for successful

implementation. Schools may need to invest in basic resources, such as classroom technology,

or develop low-tech versions of interactive games. Additionally, providing teachers with

training on game-based learning methods is crucial to ensure effective facilitation and

integration into the curriculum.


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Implications for Uzbekistan

The insights gained from these cases offer valuable guidance for Uzbekistan’s educational

leaders interested in incorporating game-based learning into economics education. By adapting

the core principles of engagement, practical skills development, and cultural relevance,

Uzbekistan could develop a localized, interactive curriculum that makes economic education
both accessible and enjoyable for students. Such an approach would not only improve financial

literacy but also prepare students with critical thinking and decision-making skills essential for

personal and community financial well-being.

Conclusion.

In summary, the global experiences reviewed in this study demonstrate that game-based

learning offers a dynamic and effective method for teaching economics and finance to school
students. While challenges exist, adapting these approaches to Uzbekistan’s unique context
holds promising potential for transforming the way economics is taught, fostering greater

financial awareness, and equipping future generations with essential life skills.

Reference.

Almeida, P. A., and Mendes, A. M. (2019). "Game-based learning in economics education:

Enhancing engagement and collaboration among students." Journal of Economic Education,

50(3), 241-255.

Cantoia, M., Clegg, A., & Tinterri, A., (2023). Training teachers to design game-based learning

activities: Evidence from a pilot project. Computers in the Schools, [online] Available at:

https://doi.org/10.1080/07380569.2023.2271462

[Accessed 11 November 2024].

Carvalho, J.C.Q., Beltramini, L.M., & Bossolan, N.R.S., (2019). Using a board game to teach

protein synthesis to high school students. Journal of Biological Education, 53(2), pp.205-216.

Available at:

https://doi.org/10.1080/00219266.2018.1469532

[Accessed 11 November 2024].

Holden, R., Kalish, C., and Zimmerman, D. (2020). "Simulation games in teaching economics:

Effects on student motivation and learning outcomes." Education Economics, 28(2), 163-179.

Kalmi, P. & Sihvonen, T., (2021). Education or entertainment? On the potential of games in

financial education. In The Routledge Handbook of Financial Literacy. pp.259-270. Available at:

https://doi.org/10.4324/9781003025221-22

[Accessed 11 November 2024].

Martynets, L., Stepanchenko, N., Ustymenko-Kosorich, O., Yashchuk, S., Yelisieieva, I.,

Groshovenko, O., Torichnyi, O., Zharovska, O., Kademiya, M., Buchatska, S., Matsuk, L., Stoliarenko,

O., & Zarichna, O., (2020). Developing business skills in high school students using project activities.
Revista Românească pentru Educaţie Multidimensională, 12(4), pp.222-239. Available at:

https://doi.org/10.18662/rrem/12.4/343

[Accessed 11 November 2024].

Peña-Miguel, N., & Hoyuelos, M.S., (2014). Educational games for learning. Universal Journal

of Educational Research, 2(3), pp.230-238. Available at:

http://www.hrpub.org

[Accessed 11

November 2024].

Pivec, P., (2009). Game-based learning or game-based teaching? Becta. Available at:

https://core.ac.uk/display/4151799

[Accessed 11 November 2024].

Bibliografik manbalar

Almeida, P. A., and Mendes, A. M. (2019). "Game-based learning in economics education: Enhancing engagement and collaboration among students." Journal of Economic Education, 50(3), 241-255.

Cantoia, M., Clegg, A., & Tinterri, A., (2023). Training teachers to design game-based learning activities: Evidence from a pilot project. Computers in the Schools, [online] Available at: https://doi.org/10.1080/07380569.2023.2271462 [Accessed 11 November 2024].

Carvalho, J.C.Q., Beltramini, L.M., & Bossolan, N.R.S., (2019). Using a board game to teach protein synthesis to high school students. Journal of Biological Education, 53(2), pp.205-216. Available at: https://doi.org/10.1080/00219266.2018.1469532 [Accessed 11 November 2024].

Holden, R., Kalish, C., and Zimmerman, D. (2020). "Simulation games in teaching economics: Effects on student motivation and learning outcomes." Education Economics, 28(2), 163-179.

Kalmi, P. & Sihvonen, T., (2021). Education or entertainment? On the potential of games in financial education. In The Routledge Handbook of Financial Literacy. pp.259-270. Available at: https://doi.org/10.4324/9781003025221-22 [Accessed 11 November 2024].

Martynets, L., Stepanchenko, N., Ustymenko-Kosorich, O., Yashchuk, S., Yelisieieva, I., Groshovenko, O., Torichnyi, O., Zharovska, O., Kademiya, M., Buchatska, S., Matsuk, L., Stoliarenko, O., & Zarichna, O., (2020). Developing business skills in high school students using project activities. Revista Românească pentru Educaţie Multidimensională, 12(4), pp.222-239. Available at: https://doi.org/10.18662/rrem/12.4/343 [Accessed 11 November 2024].

Peña-Miguel, N., & Hoyuelos, M.S., (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), pp.230-238. Available at: http://www.hrpub.org [Accessed 11 November 2024].

Pivec, P., (2009). Game-based learning or game-based teaching? Becta. Available at: https://core.ac.uk/display/4151799 [Accessed 11 November 2024].