Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of educational games, is an emerging trend. However, the existing classroom games for understanding macroeconomics have weak connections to the microfoundations of individual decision-making. We design an educational game on cryptocurrency investment for understanding macroeconomic concepts in microeconomic decisions. We contribute to the literature by designing game-based learning that engages students in understanding macroeconomics in incentivized individual investment decisions. Our game can be widely implemented in online, in-person, and hybrid classrooms. We also reflect on strategies for improving the user experience for future educational game implementations.
翻译:游戏是一种有效的激励和吸引用户的战略,它以商业、营销和管理为基础,在非游戏环境中设计游戏; 由教育游戏设计和研究组成的教育游戏是一个新出现的趋势; 然而,现有的了解宏观经济的课堂游戏与个人决策的微观基础联系薄弱; 我们设计了一个关于加密货币投资的教育游戏,以了解微观经济决策中的宏观经济概念; 我们通过设计游戏学习,让学生了解宏观经济因素,激励个人投资决策,为文献作出贡献; 我们的游戏游戏可以在网上、面对面和混合教室广泛应用; 我们还思考如何改善用户在今后的教育游戏实施方面的经验。