Gamification is an effective strategy for motivating and engaging users, grounded in business, marketing, and management by designing games in non-game contexts. Gamifying education, the design, and study of educational games, is an emerging trend. However, existing classroom games for understanding macroeconomics have weak connections to the micro-foundations 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,其基础是商业、营销和管理,办法是设计非游戏环境中的游戏。教育游戏的游戏、设计和研究是一个新出现的趋势。但是,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,从而激励个人投资决策,为文献作出贡献。我们的游戏可以在在线、面对面和混合教室中广泛应用。我们还思考如何改善用户未来教育游戏实施经验的战略。