Research on the Design Demand of Financial Education Board Games for Children in China
DOI: 10.54647/education880620 13 Downloads 87 Views
Author(s)
Abstract
With the advancement of globalization and the heightened financial uncertainty brought on by the pandemic, the importance of financial literacy education for children has become increasingly evident. However, the current Framework for Financial Literacy Education Standards in China lacks cognitive alignment for children aged 7–12. To bridge this gap, this study presents a gamification-centered framework for children's financial education, delivered through a board game format. A four-phase methodology was employed: (1) semi-structured interviews with banking professionals were conducted to construct age-appropriate financial knowledge content and assessment tools; (2) guided by Bloom’s taxonomy, a tiered knowledge framework incorporating gamification elements was designed to align with varying levels of cognitive complexity; (3) a prototype of the board game was subsequently developed; and (4) semantic analysis and semantic differential (SD) scales were applied to evaluate learning outcomes and design feasibility. The key innovation of this study lies in the systematic integration of cognitive taxonomy theory and semiotic metaphor design into the development process, addressing cognitive adaptation challenges in financial education and enhancing both knowledge transmission efficiency and learner motivation.
Keywords
school-aged children, financial literacy, board game design, gamified instruction
Cite this paper
Yuanxiang Chen, Yulin Zhao, Yanxiang Chen,
Research on the Design Demand of Financial Education Board Games for Children in China
, SCIREA Journal of Education.
Volume 10, Issue 5, October 2025 | PP. 188-213.
10.54647/education880620
References
[ 1 ] | China Financial Literacy Education Collaborative Innovation Center (2018) China Financial Literacy Education Standards Framework, University (Academic Edition), 1, pp. 9–39. |
[ 2 ] | Chiarello, F. & Castellano, M.G. (2016) 'Board games and board game design as learning tools for complex scientific concepts: some experiences', International Journal of Game-Based Learning, 6(2), pp. 1–14. |
[ 3 ] | Hunicke, R., Leblanc, M. & Zubek, R. (2004) 'MDA: A Formal Approach to Game Design and Game Research', AAAI Workshop Technical Report, 1. |
[ 4 ] | Hong, X. (2022) 'Experiences and Insights from Japanese Adolescent Financial Education', Wuhan Finance, 8, pp. 84–88. |
[ 5 ] | Jiang, X. (2019) 'Research on Visual Design of Educational Software for Children: A Perspective Based on Children's Drawing Characteristics', Packaging Engineering, 40(6), pp. 190–194. |
[ 6 ] | Research Group on Financial Literacy Education, Chinese Academy of Educational Sciences (2018) Cognitive Survey Report on the Implementation of Financial Literacy Education in Primary and Secondary Schools, University (Research Edition), 11, pp. 53–67. |
[ 7 ] | Wu, S., Zhu, J. & Wang, Z. (2018) 'An Analysis of Bloom's Taxonomy of Educational Objectives', Modern Educational Journal, 46, pp. 22–23. |
[ 8 ] | Wang, R. (2013) 'Analysis of Children's Play Behavior Development Characteristics', Early Childhood Education Research, 5, pp. 44–47. |
[ 9 ] | Wang, Y. (2012) 'Research on Flash Game Design Model Based on Cognitive Development Stages', Educational Technology Research, 8, pp. 115–119. |
[ 10 ] | Zhang, J., Wu, X. & Pan, Y. (2022) 'Construction of the Scientific Board Game Design Framework', Science Education and Museum, 2, pp. 67–77. |
[ 11 ] | Zhang, F. (2016) 'Game-based Teaching Design from the Perspective of Children's Cognitive Development', Education Review, 3, pp. 65–68. |
[ 12 ] | Zhao, J. (2018) 'Application of Gamified Teaching in Primary School Music Education', Western Quality Education, 4(24), pp. 63–65. |