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dc.contributor.authorChacón-Castro, Marcos-
dc.contributor.authorRengifo, Jenny-
dc.contributor.authorArias-Flores, Hugo-
dc.contributor.authorJadán-Guerrero, Janio-
dc.date.accessioned2024-08-08T16:20:17Z-
dc.date.available2024-08-08T16:20:17Z-
dc.date.issued2024-
dc.identifier.urihttps://link.springer.com/chapter/10.1007/978-981-97-1552-7_24-
dc.identifier.urihttps://repositorio.uti.edu.ec//handle/123456789/7058-
dc.description.abstractLife expectancy is steadily increasing, and by the year 2030 it is estimated that one in six people in the world will be over 60 years of age. However, this aging population brings with it mental health challenges, with an alarming 20% of older adults facing mental disorders, with depression being the most prevalent. The purpose of this research article is to implement a gamified tool using pictograms to teach financial education to older adults. The methodology employed encompasses a literature review, the design of the gamified tool and the implementation of a pilot test with 11 older adults. According to the results obtained, they reveal that the game designed with pictograms is highly effective in the acquisition of financial knowledge and skills by older adults, thus concluding that gamification and the use of pictograms stand as valuable approaches for active and meaningful teaching, adapting effectively to different demographic groups.es
dc.language.isoenges
dc.publisherSmart Innovation, Systems and Technologies. Volume 386, Pages 361 - 372es
dc.rightsopenAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.titleThe Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adultses
dc.typearticlees
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