Perception of use of "Finatic: una ciudad sostenible", a gamified tool for high school students in Santander, Colombia
Abstract
The purpose of this article is to present the results of a study that allowed identification of the perceptions of a group of eleventh-grade students on the use of the gamified tool or video game "Finatic: una ciudad sostenible", which seeks to support the economic and financial education of young people from educational institutions in Santander, Colombia. For this, a qualitative analysis methodology was used, which includes a descriptive analysis and a text-mining analysis of the information collected from a measurement instrument and includes factors such as narratives, levels, and missions, referring to elements of the game design. The study shows that there is acceptance among the students for the narratives and mechanics proposed in the tool. In addition, as the main finding, it was found that the initial version of the video game is accepted by the students, and, as in any process, it is necessary to make adjustments for its improvement and greater acceptance by users. The foregoing is essential since technological changes and the current rapid economic growth have generated the need to promote the design and implementation of tools that encourage the development of sustainable lifestyles in terms of personal finances in young people.
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