ИЗ КЛАССА НА ИГРОВУЮ ПЛОЩАДКУ: ФИНАНСОВОЕ ОБРАЗОВАНИЕ ЧЕРЕЗ ИНТЕРАКТИВНЫЕ ИГРЫ

Аннотация

В данной статье рассматривается разработка и внедрение интерактивных образовательных инструментов на основе игр, направленных на повышение финансовой грамотности среди школьников. Признавая трудности привлечения молодых учащихся к традиционным методам экономического образования, исследование фокусируется на интеграции игровых элементов в педагогику через цифровые и недигитальные игры, адаптированные к финансовым концепциям. В статье подчеркивается влияние геймификации на мотивацию учащихся и их понимание, опираясь на практические примеры и передовой опыт. Результаты демонстрируют эффективность игровых подходов в формировании практических финансовых навыков, развитии критического мышления и соединении теоретических знаний с реальными приложениями, предлагая трансформационный подход к финансовому образованию.

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Абдусаттарова D. (2025). ИЗ КЛАССА НА ИГРОВУЮ ПЛОЩАДКУ: ФИНАНСОВОЕ ОБРАЗОВАНИЕ ЧЕРЕЗ ИНТЕРАКТИВНЫЕ ИГРЫ. Передовая экономика и педагогические технологии, 1(3), 16–23. извлечено от https://inlibrary.uz/index.php/aept/article/view/65529
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Аннотация

В данной статье рассматривается разработка и внедрение интерактивных образовательных инструментов на основе игр, направленных на повышение финансовой грамотности среди школьников. Признавая трудности привлечения молодых учащихся к традиционным методам экономического образования, исследование фокусируется на интеграции игровых элементов в педагогику через цифровые и недигитальные игры, адаптированные к финансовым концепциям. В статье подчеркивается влияние геймификации на мотивацию учащихся и их понимание, опираясь на практические примеры и передовой опыт. Результаты демонстрируют эффективность игровых подходов в формировании практических финансовых навыков, развитии критического мышления и соединении теоретических знаний с реальными приложениями, предлагая трансформационный подход к финансовому образованию.


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FROM CLASSROOM TO PLAYROOM: FINANCIAL EDUCATION

THROUGH INTERACTIVE GAMES

Abdusattarova Dildora

Univerity of Michigan

ORCID 0000-0003-3576-3940

dildora@umich.edu

Abstract.

This article explores the development and implementation of interactive game-

based learning tools designed to enhance financial literacy among school-aged children.

Recognizing the challenges in engaging young learners with traditional economic education, the

study focuses on integrating play into pedagogy through digital and non-digital games tailored to

financial concepts. It highlights the impact of gamification on student motivation and
understanding, drawing from practical examples and best practices. The findings demonstrate the

effectiveness of game-based approaches in fostering practical financial skills, promoting critical

thinking, and bridging theoretical knowledge with real-world applications, offering a

transformative approach to financial education.

Keywords:

financial literacy, game-based learning, educational games, student

engagement, gamification, economic education, interactive learning.

MAKTAB SINFIDAN O‘YIN MAYDONCHASIGA: O‘YIN ORQALI MOLIYAVIY TA’LIM

Abdusattarova Dildora

Michigan universiteti

Annotatsiya.

Ushbu maqolada maktab yoshidagi bolalar orasida moliyaviy savodxonlikni

oshirish uchun mo‘ljallangan interaktiv o‘yin asosidagi ta’lim vositalarini ishlab chiqish va joriy

etish ko‘rib chiqiladi. An’anaviy iqtisodiy ta’limda yosh o‘quvchilarni jalb qilishdagi

qiyinchiliklarni tan olgan holda, tadqiqot o‘yinlarni moliyaviy tushunchalar uchun
moslashtirilgan raqamli va nodigital o‘yinlar orqali pedagogikaga integratsiya qilishga

qaratilgan. Ushbu tadqiqotda gamifikatsiyaning o‘quvchilar motivatsiyasi va tushunishiga ta’siri

amaliy misollar va ilg‘or tajribalarga asoslanib yoritiladi. Natijalar o‘yin asosidagi

yondashuvlarning amaliy moliyaviy ko‘nikmalarni shakllantirish, tanqidiy fikrlashni
rivojlantirish va nazariy bilimlarni real hayot amaliyotiga bog‘lashdagi samaradorligini

ko‘rsatadi, bu esa moliyaviy ta’limga transformatsion yondashuvni taklif qiladi.

Kalit so‘zlar:

moliyaviy savodxonlik, o‘yin asosidagi ta’lim, ta’limiy o‘yinlar, o‘quvchilarni

jalb qilish, gamifikatsiya, iqtisodiy ta’lim, interaktiv o‘qitish.

UOʻK: 330.322.5 (047.31)

16-23


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ИЗ КЛАССА НА ИГРОВУЮ ПЛОЩАДКУ: ФИНАНСОВОЕ ОБРАЗОВАНИЕ ЧЕРЕЗ

ИНТЕРАКТИВНЫЕ ИГРЫ

Абдусаттарова Дилдора

Мичиганский университет

Аннотация

.

В данной статье рассматривается разработка и внедрение

интерактивных образовательных инструментов на основе игр, направленных на

повышение финансовой грамотности среди школьников. Признавая трудности
привлечения молодых учащихся к традиционным методам экономического образования,

исследование фокусируется на интеграции игровых элементов в педагогику через

цифровые и недигитальные игры, адаптированные к финансовым концепциям. В статье

подчеркивается влияние геймификации на мотивацию учащихся и их понимание,
опираясь на практические примеры и передовой опыт. Результаты демонстрируют

эффективность игровых подходов в формировании практических финансовых навыков,
развитии критического мышления и соединении теоретических знаний с реальными

приложениями, предлагая трансформационный подход к финансовому образованию.

Ключевые слова:

финансовая грамотность, обучение на основе игр,

образовательные игры, вовлеченность учащихся, геймификация, экономическое

образование, интерактивное обучение.

Introduction.

Financial literacy is an essential life skill that empowers individuals to make informed and

effective decisions regarding their financial resources (OECD, 2015). However, studies have

shown that traditional methods of teaching financial concepts often fail to engage young

learners due to their lack of interactivity and relatability (Lusardi and Mitchell, 2014). This
article addresses the pressing issue of enhancing financial education among schoolchildren by

exploring the use of interactive games as a pedagogical tool.

The objective of this study is to design and implement game-based learning modules that

simplify complex financial concepts, thereby bridging the gap between theoretical knowledge
and practical application. The research seeks to achieve several key goals: increasing student

engagement, fostering critical thinking, and promoting long-term retention of financial skills.

The significance of this topic lies in its potential to address broader societal challenges,

such as financial illiteracy and its associated consequences, including poor money management
and economic instability (Atkinson and Messy, 2012). As educational paradigms shift toward

active learning strategies, gamification has emerged as an effective approach to enhance

motivation and learning outcomes (Deterding et al., 2011).

The research focuses on the development of a platform and educational suite tailored to

the financial literacy needs of school-aged children. This platform integrates both digital and
non-digital games, emphasizing accessibility and inclusivity. The study also examines how
gamified financial education aligns with global best practices and contributes to developing

critical skills in younger generations.

In the following sections, the article provides a detailed description of the methodology

employed in designing and testing these educational games. It further discusses the results of

the implementation phase, offering insights into the effectiveness of game-based learning in

achieving the stated objectives. Finally, the article concludes with recommendations for

educators and policymakers on integrating gamification into financial education curricula.


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Literature review.

The integration of interactive games in education, particularly in financial literacy, has

gained significant attention in recent years. This review examines the existing literature to

establish the relevance of game-based learning in financial education and its impact on school-

aged children.

Importance of Financial Literacy Education.

Financial literacy is widely acknowledged

as a critical life skill that must be developed at an early age to ensure responsible financial

behavior later in life (Remund, 2010). Evidence suggests that individuals with higher financial

literacy are better equipped to manage personal finances, avoid debt traps, and achieve
financial stability (Mandell, 2008). The lack of financial education among young learners has

prompted global calls for the inclusion of financial literacy in school curricula (World Bank,

2013).

Limitations of Traditional Methods.

Traditional teaching methods, such as lectures and

textbook-based learning, often fail to effectively convey financial concepts to young students

(Schuchardt et al., 2009). These approaches are typically abstract, leading to low engagement
and limited knowledge retention. Research has demonstrated that interactive and experiential

learning strategies are more effective in teaching complex concepts to children (Kolb, 1984).

The Role of Gamification in Education.

Gamification, defined as the use of game

elements in non-game contexts, has emerged as a powerful tool for enhancing engagement and

learning outcomes in education (Hamari et al., 2014). Studies show that gamified learning

fosters motivation, active participation, and higher cognitive engagement, making it

particularly suitable for teaching abstract topics like finance (Werbach and Hunter, 2012). For
instance, in a study by Clark et al. (2016), game-based approaches improved students’ ability

to apply theoretical financial concepts to real-world scenarios.

Applications of Game-Based Learning in Financial Education.

Game-based learning

has been successfully implemented in various financial education initiatives worldwide. For
example,

My Classroom Economy

, an interactive program developed by the Charles Schwab

Foundation, integrates financial simulations into school environments, teaching students

budgeting, saving, and investing skills through experiential activities (Charles Schwab

Foundation, 2017). Similarly,

The Money Matters Game

developed in the UK focuses on

enhancing financial decision-making skills in teenagers (McCoy and Mavunga, 2018).

Digital vs. Non-Digital Games.

While digital platforms offer scalability and accessibility,

non-digital games retain the advantage of simplicity and adaptability in resource-constrained

environments. Susaeta et al. (2020) argue that hybrid approaches combining digital and analog
methods are most effective in diverse educational settings. For instance, a study by Fargher and

Worthington (2017) highlighted the effectiveness of board games in teaching financial

concepts, emphasizing their role in collaborative learning.

Cognitive and Behavioral Outcomes.

The impact of game-based learning extends

beyond cognitive understanding to behavioral changes. According to Grinstein-Weiss et al.
(2015), financial games can foster a sense of financial responsibility and develop long-term
habits, such as saving and budgeting. Additionally, such games often incorporate scenarios that

simulate real-life financial decisions, preparing students for practical challenges (Friedline and

West, 2016).

Cultural and Contextual Relevance.

The success of game-based financial education

depends on its cultural and contextual alignment. A study by Bongini et al. (2015) found that

localized content enhances relatability and effectiveness, particularly in non-Western contexts.

In Uzbekistan, where financial literacy rates among youth are relatively low, integrating
culturally relevant scenarios into game-based platforms could significantly improve learning

outcomes (Asian Development Bank, 2019).

Challenges and Limitations.

Despite its potential, game-based financial education faces

challenges such as resource limitations, teacher training, and resistance to pedagogical change


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(Baker et al., 2020). Furthermore, designing games that balance educational content with
engagement remains a critical hurdle (Kapp, 2012). Addressing these issues requires

collaboration among educators, policymakers, and game developers.

The reviewed literature underscores the potential of game-based learning in

transforming financial literacy education for school-aged children. While global examples
provide valuable insights, localized and culturally sensitive approaches are crucial for

successful implementation in contexts like Uzbekistan. By leveraging the strengths of both

digital and non-digital games, educators can create impactful learning experiences that address

the limitations of traditional methods and foster lifelong financial skills.

Research methodology.

This study employs a case study methodology to explore the design, implementation, and

outcomes of game-based financial education platforms for school-aged children. The case study
approach allows for an in-depth examination of the processes and contextual factors

influencing the adoption and effectiveness of game-based learning tools. The research focuses
on two primary contexts: Uzbekistan, the central case, with comparative insights drawn from

Singapore and Germany, both recognized for their innovative approaches to education and
financial literacy.

Case Study Design

The research examines the development of interactive financial games and their

application in educational settings. The case study approach is structured into three main

components: (1) description of the platform and tools developed in Uzbekistan, (2)
comparative analysis of similar initiatives in Singapore and Germany, and (3) synthesis of

findings to derive actionable recommendations for educators and policymakers.

Sampling and Context

Uzbekistan:

The primary case study focuses on a game-based financial education initiative

implemented in three schools, chosen to represent urban, suburban, and rural contexts. The

games, tailored to the financial literacy needs of students aged 10–13, include digital tools (e.g.,

mobile-friendly games) and non-digital resources (e.g., board games and role-playing
activities).

Comparative Cases:

1.

Singapore

: Singapore’s financial education programs integrate gamified learning into

their curriculum, emphasizing the use of digital tools to teach saving, budgeting, and investing
(Ng, 2020). Programs such as the

MoneySense for Youth

initiative highlight the role of

technology in engaging students.

2.

Germany

: Germany has adopted a blended approach, combining traditional financial

education with experiential learning through board games and simulation-based activities

(Wuttke and Seiffert-Brockmann, 2021). These initiatives prioritize practical financial decision-
making skills and collaborative learning.

Data Collection

The case study data were collected through qualitative methods to provide a

comprehensive understanding of the processes and outcomes in each context. Data sources
include:

Document Analysis:

Review of program materials, game design documents, and policy

reports from Uzbekistan, Singapore, and Germany.

Interviews:

Semi-structured interviews with 15 educators, game developers, and

curriculum specialists involved in the Uzbek initiative. Additional interviews with stakeholders

from Singapore and Germany provided comparative perspectives.

Classroom Observations:

Observational data were gathered during gameplay sessions in

Uzbek schools, focusing on student engagement, collaboration, and problem-solving behaviors.


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Data Analysis

Thematic Analysis:

The collected data were analyzed thematically to identify patterns, themes, and insights.

Key themes include the role of gamification in enhancing student motivation, cultural relevance

in game design, and the challenges of integrating new tools into existing curricula. NVivo
software was used for coding and organizing qualitative data.

Comparative Analysis:

Findings from the Uzbek case study were compared with the approaches used in

Singapore and Germany. This analysis highlighted differences in design priorities, resource
allocation, and cultural influences. For example, Singapore’s use of advanced digital tools

contrasts with Germany’s emphasis on board games and hands-on simulations.

Ethical Considerations

The study followed ethical guidelines to ensure participant confidentiality and informed

consent. Teachers, students, and parents were briefed on the study’s objectives, and

participation was voluntary. Data were anonymized to protect identities, and approval was
obtained from educational institutions in all three countries.

Limitations

The study recognizes certain limitations, including the reliance on qualitative data, which

may not capture quantifiable learning outcomes. Additionally, the contextual differences

between Uzbekistan, Singapore, and Germany may limit the generalizability of findings. These

limitations, however, are offset by the depth of insight provided by the case study approach.

By employing a case study methodology, this research offers a nuanced understanding of

the challenges and opportunities in implementing game-based financial education.

Comparative insights from Singapore and Germany further enrich the analysis, providing a

global perspective on best practices in gamification for educational purposes.

Analysis and discussion of results.

The findings from this case study provide valuable insights into the potential and

challenges of implementing game-based financial education. This section discusses key themes

emerging from the analysis, highlighting the implications for educators, policymakers, and
stakeholders in financial literacy education.

Effectiveness of Game-Based Financial Education

The case study in Uzbekistan demonstrated that interactive games significantly enhanced

student engagement and motivation to learn financial concepts. Classroom observations
revealed that students were more enthusiastic about participating in activities when games

were incorporated, as opposed to traditional lecture-based methods. These findings align with

research suggesting that gamification fosters active learning and increases attention spans in

younger learners (Hamari et al., 2014). However, the need for culturally relevant content was

emphasized, as certain scenarios in the games were less relatable for rural students compared
to their urban counterparts.

The comparison with Singapore and Germany further underscores the adaptability of

game-based learning. Singapore’s use of advanced digital tools enabled seamless integration of

financial games into the school curriculum, maximizing accessibility and scalability. Conversely,
Germany’s reliance on non-digital resources like board games emphasized collaborative

learning and critical thinking, particularly in resource-constrained settings. These contrasting

approaches highlight the importance of tailoring game formats to the technological

infrastructure and pedagogical goals of the target context.

Cultural and Contextual Relevance

A significant theme emerging from the study is the importance of cultural and contextual

alignment in game design. In Uzbekistan, incorporating familiar financial scenarios—such as

household budgeting and local market transactions—made the games more relatable to


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students, fostering deeper engagement. Similar approaches were observed in Germany, where
simulation games reflected real-world financial challenges faced by students. This finding is

supported by Bongini et al. (2015), who argue that localized content enhances the effectiveness

of financial education programs.

Singapore’s emphasis on global financial tools and digital literacy reflects its highly

connected, technology-driven society. While this approach may not directly apply to

Uzbekistan, it highlights the potential for leveraging digital platforms as infrastructure

improves. For instance, mobile-friendly games could be introduced in urban schools before

scaling to rural areas.

Challenges in Implementation

Despite its potential, the integration of game-based financial education faced several

challenges. Teachers in Uzbekistan reported difficulty in balancing traditional curriculum

requirements with the time needed for game-based activities. This challenge echoes findings in
Germany, where educators noted the additional effort required to adapt lesson plans for

gamified content (Wuttke and Seiffert-Brockmann, 2021).

Another challenge was resource limitations, particularly in rural Uzbek schools, where

access to digital tools such as tablets and computers was scarce. While non-digital games
provided a viable alternative, their reach and scalability were limited compared to digital

platforms. This finding suggests a need for a hybrid approach that combines the benefits of both

formats, as highlighted by Susaeta et al. (2020).

The success of game-based financial education depends on systemic support from

policymakers and stakeholders. In Uzbekistan, integrating financial games into the national
curriculum could ensure wider adoption and sustainability. Lessons from Singapore suggest

the importance of public-private partnerships in developing and funding digital educational

tools, while Germany’s example highlights the value of teacher training programs to facilitate

gamified learning.

Furthermore, the study emphasizes the need for ongoing evaluation to refine game

content and measure long-term impacts on financial literacy. Collaboration between educators,

game developers, and financial experts is essential to creating effective and engaging learning

tools. The comparative analysis reveals that while Uzbekistan, Singapore, and Germany adopt
different approaches to game-based financial education, all three contexts demonstrate the

transformative potential of this pedagogical method. Singapore’s focus on technology offers a

vision for the future of digital financial education in Uzbekistan, while Germany’s emphasis on

collaboration and hands-on learning provides practical insights for immediate application. The
study’s reliance on qualitative methods limits the ability to quantify learning outcomes. Future

research could incorporate mixed methods, combining qualitative insights with longitudinal

data to evaluate the sustained impact of game-based financial education. Additionally,

expanding the scope of comparative cases to include other developing countries would provide

a broader perspective on best practices and challenges.

Game-based financial education presents a promising avenue for improving financial

literacy among school-aged children. The experiences from Uzbekistan, Singapore, and

Germany illustrate the versatility of this approach and the importance of contextualization. By

addressing implementation challenges and leveraging global best practices, educators and
policymakers can create engaging and effective financial education programs that equip

students with essential life skills.

Conclusion and suggestions.

The integration of game-based learning tools into financial education represents a

transformative approach to equipping school-aged children with essential financial skills. This

study demonstrated the potential of gamification to enhance student engagement, motivation,

and understanding of complex financial concepts in Uzbekistan. Comparative insights from


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Singapore and Germany underscored the importance of contextual adaptation and resource
optimization, highlighting that effective financial education requires a balance between digital

innovation and cultural relevance.

While the findings emphasize the benefits of game-based learning, challenges such as

resource constraints, teacher training, and curriculum integration persist. Addressing these
barriers is essential to maximizing the impact of financial education programs. Ultimately,

game-based financial education offers a practical and scalable solution for fostering financial

literacy, preparing young learners for informed decision-making in their personal and

professional lives.

1.

Curriculum Integration

. Financial education through games should be integrated into

the national curriculum in Uzbekistan to ensure consistent and widespread adoption. This

could involve aligning game-based activities with existing educational standards and learning

objectives.

2.

Hybrid Learning Approaches

. A combination of digital and non-digital games should

be developed to address the varying levels of technological infrastructure across urban and
rural areas. Digital tools can be deployed in schools with adequate resources, while non-digital

formats can serve as alternatives in low-resource settings.

3.

Teacher Training Programs

. Comprehensive training programs for educators should

be implemented to familiarize them with game-based teaching methodologies. This training

should include hands-on workshops, instructional guides, and ongoing support to ensure

effective classroom implementation.

4.

Localized Game Content

. Games should incorporate culturally relevant scenarios and

challenges that reflect the everyday financial realities of Uzbek students. This localization will

enhance relatability and engagement, as observed in both the Uzbek and German contexts.

5.

Public-Private Partnerships

. Partnerships between the government, private sector,

and educational organizations should be established to fund and develop game-based financial
education platforms. For instance, financial institutions could sponsor the development of

games that align with their corporate social responsibility goals.

6.

Digital Infrastructure Development

. Investments in improving digital

infrastructure, particularly in rural areas, are critical for scaling game-based financial
education. Providing schools with access to tablets, computers, and internet connectivity will

enable the broader implementation of digital learning tools.

7.

Monitoring and Evaluation

. Regular evaluation mechanisms should be established to

assess the effectiveness of game-based financial education programs. This could involve
tracking learning outcomes, student engagement, and behavioral changes over time, as well as

gathering feedback from teachers and students.

8.

Cross-National Collaboration

. Uzbekistan could collaborate with countries like

Singapore and Germany to exchange best practices and resources in game-based financial

education. International partnerships could facilitate knowledge-sharing and the co-creation of
innovative tools.

By implementing these proposals, Uzbekistan can create an inclusive and dynamic

financial education system that leverages the strengths of game-based learning. These efforts

will not only enhance financial literacy among students but also contribute to their broader
personal and professional development.

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10.1787/5k9csfs90fr4-en.


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Washington, DC: World Bank Publications.

Wuttke, J., and Seiffert-Brockmann, J. (2021). Enhancing Financial Literacy through

Gamification: Insights from Germany. European Journal of Financial Education, 14(2), pp. 45-68.

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