Gamification allows children to be educated in finance with the Coinland initiative of the Commonwealth Bank

Coinland (the land of coins) is an initiative of the Australian Commonwealth Bank and is designed to children five to ten years old. It is a virtual world where children can learn what are the benefits of earning, saving and investing money. For this they have to do tasks and develop economic skills that will add value to them when they grow up. Players create an avatar that represents them by age and thus explore and interact with each other. The Australian Government plans are that the financial education of one million children in their country is complete in 2015, the project, according to the date of the videos, began in 2011 so it is a very interesting bet for learning of the smallest.

In Coinland It is played with virtual characters that guide children to save money. If they do, they receive points that allow them to unlock more achievements and that are virtual prizes such as a smartphone, a scooter, etc.

In the following video you can see images and explanations of the operation of Coinland:

In addition and to teach what it is and what it means to acquire real estate, they have also developed a game that aims to explain the importance of the decision to buy. In this case the game is called Investorville and allows users to interact with all market variables, real and fictitious, to find out what it is to acquire a property. The video, which is in English but supports English subtitles, is a presentation of the project.

The gamification, of which José Ángel Cano recently spoke to us, has become a new tool that helps train customers, in this case of banking, and also gives them value. And as José Ángel indicated:

Gamification is successful in any field by its nature, with it you get tedious tasks suddenly have interest, they become fun. This success can be considered even greater in the educational field by taking into account that, on the one hand, children are very familiar with the mechanics and dynamics of the game and, on the other, that dedicating time to study does not generate much interest in young people.

In Spain there are initiatives, such as the BBVA, in the image, that they are developing and exposing how a gamification strategy can be carried out with the focus on dissemination and training.

Video: Gamification That Enhances Engagement For Students And Children (May 2024).