PROJECT OWNER: AccLab LAC - Argentina 


The solution proposes a model of financial education based on the use of games and digital apps to foster the learning experience of children and teenagers. Play as a teaching strategy encourages the application of knowledge in concrete situations. Thus, it sets mechanisms in motion that facilitate the internalization and development of financial skills. Additionally, the use of apps has the potential to develop learning processes useful for the use of digital financial tools. 


 

In a changing world with increasingly uncertain economies, young people explore and seek different types of financial alternatives, use digital wallets, and show interest in cryptocurrencies. However, this population has varying levels of financial education. It is strongly recommended that this type of training be provided and addressed from an early age in schools. This approach helps spark the interest of children and young people in the subject and develop innovative tools to facilitate their learning. Financial education is a key vehicle for achieving higher levels of inclusion and development. 

Skills related to the planning and management of personal finances are fundamental to achieving resilient and sustainable well-being. Financial education not only helps make better decisions on matters such as saving or investment but also mitigates and prevents risks that negatively impact people's material possibilities to lead a decent standard of living. This type of literacy also promotes financial inclusion by expanding the necessary competencies to access financial services and use them correctly. 

From Co_Lab, the UNDP Acceleration Lab in Argentina, we highlight gamification, that is, learning through play, as a powerful option for achieving financial literacy. Our journey, which includes a work cycle dedicated to financial inclusion, has taught us the importance of experiential learning, based on simple, intuitive interactions focused on the user experience. Hence, we conclude that combining gamification with apps can be a very powerful learning vehicle. The game as a didactic strategy encourages the application of knowledge in concrete and experiential situations, thus setting in motion mechanisms that facilitate the internalization and development of skills. We also emphasize that the use of the cell phone, as a technological medium, has the potential to give rise to intergenerational learning processes, from young people to adults, regarding the use of financial tools, particularly those of a digital nature. 

  

This article was originally published at: https://www.undp.org/es/argentina/blog/gamificacion-para-educacion-financiera 

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