Skip to main content
Top

2019 | OriginalPaper | Chapter

Augmented Reality in Finance Learning Games

Author : Blazej Podgorski

Published in: Neo-Simulation and Gaming Toward Active Learning

Publisher: Springer Nature Singapore

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

This article is a part of the author’s work about innovation in learning processes due to generation changes. The presented project focuses on augmented reality learning game design as a new way of teaching financial indicators, such as return on investment (ROI). This indicator shows the efficiency at capital allocation in the process of operating profit generation. The scenario of the business to analyze depends on the player’s location at that moment. In each scenario, the player has to make 15 decisions about the most important aspects of the business.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
2.
go back to reference Podgorski B, Wardaszko M (2017) Mobile learning game effectiveness in cognitive learning by adults: a comparative study. Simul Gaming Interdisicipl J Theory Pract Res 3:1–20 Podgorski B, Wardaszko M (2017) Mobile learning game effectiveness in cognitive learning by adults: a comparative study. Simul Gaming Interdisicipl J Theory Pract Res 3:1–20
3.
go back to reference Boyle E, Connoly T, Hainey T, Boyle J (2012) Review: engagement in digital entertainment games: a systematic review. Comput Hum Behav 28:771–780CrossRef Boyle E, Connoly T, Hainey T, Boyle J (2012) Review: engagement in digital entertainment games: a systematic review. Comput Hum Behav 28:771–780CrossRef
4.
go back to reference Ijsselsteijn W, Nap H, de Kort Y, Poels K (2007) Digital game design for elderly users. In: Proceedings of the 2007 conference on future play (future play ’07). ACM, New York, pp 17–22CrossRef Ijsselsteijn W, Nap H, de Kort Y, Poels K (2007) Digital game design for elderly users. In: Proceedings of the 2007 conference on future play (future play ’07). ACM, New York, pp 17–22CrossRef
5.
go back to reference Tamborini R, Bowman ND, Eden A, Grizzard M, Organ A (2010) Defining media enjoyment as the satisfaction of intrinsic needs. J Commun 60(4):758–777CrossRef Tamborini R, Bowman ND, Eden A, Grizzard M, Organ A (2010) Defining media enjoyment as the satisfaction of intrinsic needs. J Commun 60(4):758–777CrossRef
7.
go back to reference Podgorski B, Wardaszko M (2015) Mobile educational game – smart Leo W: “hybrid simulation & gaming in the networked society”. Hidehiko Kanegae, Ritsumeikan University, Kyoto, pp 367–390 Podgorski B, Wardaszko M (2015) Mobile educational game – smart Leo W: “hybrid simulation & gaming in the networked society”. Hidehiko Kanegae, Ritsumeikan University, Kyoto, pp 367–390
8.
go back to reference Freestone O, Mitchell V (2004) Generation Y attitudes towards e-ethics and internet-related misbehaviours. J Bus Ethics 54(2):121–127CrossRef Freestone O, Mitchell V (2004) Generation Y attitudes towards e-ethics and internet-related misbehaviours. J Bus Ethics 54(2):121–127CrossRef
10.
go back to reference Mayer RE, Johnson CI (2010) Adding instructional features that promote learning in a game-like environment. J Educ Comput Res 42(3):241–265CrossRef Mayer RE, Johnson CI (2010) Adding instructional features that promote learning in a game-like environment. J Educ Comput Res 42(3):241–265CrossRef
11.
go back to reference Prensky M (2001) Digital game-based learning. McGraw Hill, New York, pp 1–19 Prensky M (2001) Digital game-based learning. McGraw Hill, New York, pp 1–19
12.
go back to reference Rauschnabel PA, Brem A, Ivens BS (2015) Who will buy smart glasses? Empirical results of two pre-market-entry studies on the role of personality in individual awareness and intended adoption of Google Glass wearables. Comput Hum Behav 49:635–647CrossRef Rauschnabel PA, Brem A, Ivens BS (2015) Who will buy smart glasses? Empirical results of two pre-market-entry studies on the role of personality in individual awareness and intended adoption of Google Glass wearables. Comput Hum Behav 49:635–647CrossRef
Metadata
Title
Augmented Reality in Finance Learning Games
Author
Blazej Podgorski
Copyright Year
2019
Publisher
Springer Nature Singapore
DOI
https://doi.org/10.1007/978-981-13-8039-6_11