<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Integrating Image Recognition and Board Games into Financial Education⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yu-Han Hung</string-name>
          <email>alinahung788@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hao-Bin Chao</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jie-Sin Liou</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ping-Hsuan Han</string-name>
          <email>pinghsuan.han@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yi-Zeng Hsieh</string-name>
          <email>yzhsieh@mail.ntust.edu.tw</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ping-Lin Fan</string-name>
          <email>plfan@tea.ntue.edu.tw</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chien-Hsing Chou</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Digital Technology Design, National Taipei University of Education</institution>
          ,
          <country country="TW">Taiwan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Electrical and Computer Engineering, National Taiwan University of Science and Technology</institution>
          ,
          <country country="TW">Taiwan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Interaction Design, National Taipei University of Technology</institution>
          ,
          <country country="TW">Taiwan</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Mathematics and Information Education, National Taipei University of Education</institution>
          ,
          <country country="TW">Taiwan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>As financial products diversify and market structures become more complex, promoting financial education has become increasingly important. Given that the foundation of financial literacy should be established from childhood, how to cultivate students' correct financial management concepts from a young age has become a significant issue in modern society. Considering the substantial advantages of game-based learning in providing high interactivity and real-world scenario simulations, this paper aims to develop an innovative financial education board game that incorporates elements of risk assessment and insurance planning, and digitalizes it. With the assistance of an app and the application of image recognition technology, we could enhance the convenience and fun of the gameplay. Research results show that integrating digital apps into board games as a game-based learning strategy significantly improves the learning outcomes and motivation of upper elementary school students in the areas of risk and insurance knowledge, compared to traditional lecture methods. It also enhances their understanding and application abilities. Students hold a positive attitude toward this teaching approach, demonstrating its potential and advantages in financial education.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;image recognition</kwd>
        <kwd>game-based learning</kwd>
        <kwd>board games</kwd>
        <kwd>financial education 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        With the diversification of financial products and the
increasing complexity of market structures,
popularizing financial literacy has become particularly
important. According to a survey by the Taiwan
Academy of Banking and Finance, individuals aged 20 to
29 show a deficiency in financial and risk-related
awareness. Thus, improving students' grasp of financial
and risk-related concepts has become a critical
educational goal. Given the close connection between
financial risk management and daily life, game-based
learning is more effective than traditional lecture-based
learning in enhancing students' knowledge of risk
management and sparking their interest. In their study,
Subhash and Cudney [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] explored the application and
future trends of game-based learning in higher
education, noting that the widespread adoption of
technology has driven a shift from traditional classroom
lectures to integrated digital learning environments. Hui
and Mahmud [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] demonstrated that game-based
learning not only boosts students' confidence in learning
mathematics but also enhances their ability to apply the
acquired knowledge to real-world problems. According
to Videnovik and colleagues [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], game-based learning
significantly aids learners in grasping complex concepts
in computer science, such as algorithms and data
structures.
out that a lack of financial knowledge has led an
increasing number of people to face serious debt issues,
also affecting their ability to manage personal finances.
They emphasized the necessity of enhancing children's
financial knowledge to prevent excessive debt and
difficulties in financial management. The United States,
the United Kingdom, and Taiwan each have different
approaches to financial education. The U.S. promotes
financial education through the Financial Literacy and
Education Commission of the Treasury Department,
focusing on building core financial skills and providing
online resources. In the U.K., financial education is
incorporated into school curricula through the Money
Advice Service, which also provides financial advisory
services for citizens. In Taiwan, the financial knowledge
0009-0003-4207-5529 (Y.-H. Hung)
© 2024 Copyright for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
that should be taught at the elementary school level
includes the following four topics:
(1)
(2)
(3)
(4)
      </p>
      <p>Saving and Spending: Needs vs. wants, the
rationale behind spending choices, methods
and importance of bookkeeping, and the
concept of income minus savings equals
expenditure.</p>
      <p>Borrowing and Credit: Principles and
attitudes towards borrowing, credit, and its
value.</p>
      <p>Risk and Risk Management: Risk and methods
of risk management, risks in daily life, and
insurance.</p>
      <p>Investment: Saving and investing, and
investing in oneself.</p>
      <p>
        Game-Based Learning (GBL) refers to the use of
game elements in the educational process to promote
learning. This approach can enhance students'
engagement and interest through visual and interactive
methods, thereby improving learning outcomes.
Gamebased learning is not limited to digital games but can
include any form of game activity, such as role-playing,
simulation games, competitions, and puzzle-solving
activities [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Moreover, game-based learning provides
immediate feedback, allowing students to see their
learning results in real time, which is crucial for learning
motivation and self-regulated learning behaviors. When
implementing game-based learning, educators need to
carefully design the game environment and
rules to ensure learning [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Game -based learning
should also be personalized based on students' prior
knowledge and learning needs to achieve optima l
learning outcomes.
      </p>
      <p>
        GBL has become an important trend in
contemporary educational environments, enhancing
learning outcomes and student engagement by
introducing game mechanics. Research has shown that
GBL can effectively boost students' motivation,
participation, and memory, while also helping to
develop critical thinking and problem-solving skills [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
The significance of GBL lies mainly in how it makes the
learning process more engaging and interactive.
Through games, students can learn in a more
challenging and enjoyable environment, which helps
increase their motivation to learn. For example, when
students solve problems through games while learning
math, they not only acquire math skills but also practice
them unconsciously, achieving better learning results.
Such games can have high educational value, especially
for students aged 10 to 15 [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Current trends in GBL include the integration of
technology and the exploration of personalized learning
paths. With technological advancements, digital games
have become an essential component of GBL. These
games not only support visual and auditory learning but
also provide personalized learning experiences through
data tracking [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Additionally, the incorporation of
augmented reality (AR) and virtual reality (VR)
technologies has opened new possibilities for GBL,
allowing students to explore complex academic concepts
through more immersive learning activities [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Based on the conclusions of the studies above, our
research combines the idea of game-based learning to
develop a financial literacy board game integrated with
digital technology (Fig. 1).</p>
      <p>This research incorporates elements of risk
assessment and insurance planning, using app
assistance and image recognition technology to give
students practical experience in deciding when to
purchase insurance to mitigate risks, integrating it into
their lives.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Design and Implementation</title>
      <p>As shown in Figure 1, the game process starts with
accumulating wealth (points) through the board game
(Incan Gold). During the next phase called the disaster
phase, players can mitigate the risk through an
insurance mechanism. The player who accumulates the
most wealth (points) after ten rounds is the winner. Each
round starts with students playing the board game and
collecting personal wealth. Following this, the game
enters the disaster phase, allowing students to alleviate
financial losses from disasters by opting to purchase
insurance. This phase of the financial literacy board
game includes physical cards (ten disaster cards and
"non-disaster" cards), an image recognition area, and a
custom-designed app (Fig. 2). In the game, each round
features one type of disaster, with ten rounds in total.
The occurrence probability, damage amount, and
insurance costs for each type of disaster are based on
real-life scenarios, resulting in unique settings for each.
At the beginning of the game, each player must decide
whether to buy insurance and, if so, whether to opt for
basic or advanced coverage. These two insurance plans
differ significantly in insurance costs and disaster
compensation amounts. The basic plan has lower
premiums, making it suitable for those with limited
budgets or lower protection needs, but it offers a smaller
compensation amount. On the other hand, the advanced
plan requires higher premium payments but provides
greater compensation coverage. This mechanism is
designed to help students learn risk assessment and
make wise decisions about insurance purchasing.</p>
      <p>Each round of the disaster phase has ten cards on the
field, including disaster cards and "non-disaster" cards
(Fig. 2). Then, students draw a card, place it in the
recognition area, and use a mobile device to scan it. The
card's information is identified using the image
recognition technology in the app, trained with MIT
App Inventor's Personal Image Classifier (PIC) Tools, a
custom neural network-based visual recognition system.
The neural network parameters, such as learning rate,
epochs, training data fraction, and optimizer, are
adjusted based on the training results. This allows the
trained model to identify the contents of the images
accurately. After completing the recognition, a
corresponding animation is displayed (Figs. 3-4). The
system then modifies the scores according to whether
the player purchased insurance and encountered a
disaster, recording the progress in a Google Spreadsheet.
The player with the highest score at the end of the game
is the winner.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Research Method</title>
      <p>This study focuses on sixth-grade students from a
primary school in Taiwan. There are three classes in the
sixth grade, and two of them were selected as the
research subjects. These two classes were divided into
an experimental group and a control group, maintaining
their original class composition. The teaching strategy
for the experimental group involved incorporating
game-based learning with board games and app
assistance, while the control group used traditional
lecture-based teaching. During the teaching experiment,
both groups received the same course instruction. After
the teaching experiment concluded, both groups were
tested with a risk and insurance test and a financial
literacy learning motivation questionnaire as post-test
results. Additionally, a semi-open questionnaire was
used to gather feedback from the research subjects
regarding their experience with digital board games
during the teaching experiment, aiming to understand
their attitudes toward using digital board games.</p>
      <p>This study adopts a quasi-experimental research
design, with 34 learners from two of the three
sixthgrade classes participating in the experimental
process. Each class, consisting of 17 students, was
assigned to one of two groups using purposive
sampling. The experimental group had 17 students,
and the control group also had 17 students. The total
number of research subjects was 34, with 21 boys
(approximately 62%) and 13 girls (approximately
38%), as shown in Table 1.</p>
      <p>Based on the different types of data collected before
and after the teaching experiment, corresponding
analysis and organization were conducted. The
quantitative data include the pre- and post-test results of
risk and insurance knowledge, as well as the data from
the financial literacy learning motivation questionnaire.
These data will be analyzed quantitatively using SPSS
statistical software. The qualitative data include the
detailed content of the financial literacy learning
motivation questionnaire, the responses to the board
game integrated with the app attitude questionnaire,
and student feedback. After collection and organization,
these data will undergo qualitative analysis.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Research Results and Discussion</title>
      <p>
        The demonstration video for this study can be found at
the following link [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The research results show that
the risk and insurance course was more effective in
enhancing students' understanding of risk and insurance
concepts in the experimental group. In the experimental
group, 64.7% of students indicated that their
understanding of risk and insurance concepts was "very
much," whereas only 5.9% of students in the control
group had the same feeling. Additionally, more students
in the experimental group acknowledged the course's
usefulness in daily life. In the experimental group, 64.7%
of students believed that the course was "very helpful"
for their daily life, compared to 47.1% in the control
group. This indicates that the teaching strategy
combining an app and board game was more effective in
helping students comprehend and apply risk and
insurance knowledge than the traditional lecture-based
method.
      </p>
      <p>In terms of course participation, 64.7% of the
students in the experimental group indicated that their
level of participation was "very high," compared to 47.1%
in the control group. This further suggests that the
game-based learning strategy is more effective in
increasing students' engagement and interest in learning.
The increase in course participation may be due to
gamified learning providing a more engaging and
interactive learning experience, making students feel
more involved and participatory during the learning
process. These results show that the risk and insurance
course is effective in improving students' understanding
of risk and insurance knowledge, enhancing their
perception of applying the knowledge to daily life, and
increasing student engagement. A higher proportion of
students in the experimental group gave positive
feedback on the course, indicating that the teaching
strategy combining the app and board game holds
positive value in financial education.</p>
      <p>We integrated this financial literacy board game
into the classroom, allowing students to engage in
hands-on activities. According to our survey, about 90%
of students believe this game helps them learn about risk
management and insurance planning (Fig. 5). The
students reported that the disaster experiences in the
game changed their views on insurance, and made them
realize the importance of insurance, and helped them
learn to access risk and choose the appropriate
insurance accordingly. Moreover, teachers commented
that this teaching approach delivers insurance-related
knowledge diversely and engagingly, encouraging
students to put it to use.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>This paper aims to improve the understanding and
application of financial risk management and insurance
planning concepts through the game process and apply
it in everyday situations. This paper designs a financial
literacy board game that combines physical cards with a
digital application. The game enhances students'
immersion and gaming experience through card
interaction and a digital interface utilizing image
recognition technology, aiding their comprehension of
the importance of risk management and insurance
planning. Additionally, through different disasters in
each round, students learn to assess risks and make
reasonable insurance purchasing decisions based on the
probability and severity of disasters. Furthermore, the
game's interactivity and immersion are heightened by
the system's real-time feedback and animation effects,
enriching the learning experience.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This work was supported by the National Science and
Technology Council (NSTC), Taiwan, R.O.C., under
NSTC 113-2221-E-152-003.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>S.</given-names>
            <surname>Subhash</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E. A.</given-names>
            <surname>Cudney</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Gamified learning in higher education: A systematic review of the literature</article-title>
          .
          <source>Computers in Human Behavior</source>
          <volume>87</volume>
          ,
          <fpage>192</fpage>
          -
          <lpage>206</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>H. B.</given-names>
            <surname>Hui</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. S.</given-names>
            <surname>Mahmud</surname>
          </string-name>
          ,
          <year>2023</year>
          .
          <article-title>Influence of gamebased learning in mathematics education on the students' cognitive and affective domain: A systematic review</article-title>
          .
          <source>Frontiers in Psychology</source>
          ,
          <volume>14</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>M.</given-names>
            <surname>Videnovik</surname>
          </string-name>
          , et al.
          <year>2023</year>
          .
          <article-title>Game-based learning in computer. science education: a scoping literature review</article-title>
          .
          <source>International Journal of STEM Education</source>
          ,
          <volume>10</volume>
          ,
          <fpage>54</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Fabris</surname>
          </string-name>
          , Nikola; Luburi ,
          <string-name>
            <surname>Radoica</surname>
          </string-name>
          (
          <year>2016</year>
          )
          <article-title>: Financial Education of Children and Youth</article-title>
          ,
          <source>Journal of Central Banking Theory and Practice</source>
          , ISSN
          <volume>2336</volume>
          - 9205, De Gruyter Open, Warsaw, Vol.
          <volume>5</volume>
          ,
          <issue>Iss</issue>
          . 2, pp.
          <fpage>65</fpage>
          -
          <lpage>79</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Qian</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Clark</surname>
            ,
            <given-names>K. R.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Game-based learning and 21st century skills: A review of recent research</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>63</volume>
          ,
          <fpage>50</fpage>
          -
          <lpage>58</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Clark</surname>
            ,
            <given-names>D. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tanner-Smith</surname>
            ,
            <given-names>E. E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Killingsworth</surname>
            ,
            <given-names>S. S.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Digital games, design, and learning: A systematic review and meta-analysis</article-title>
          .
          <source>Review of Educational Research</source>
          ,
          <volume>86</volume>
          (
          <issue>1</issue>
          ),
          <fpage>79</fpage>
          <lpage>122</lpage>
          . https://doi.org/10.3102/0034654315582065.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Lopes</surname>
            ,
            <given-names>R. P.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Gamification as a learning tool</article-title>
          .
          <source>International Journal of Developmental and Educational Psychology</source>
          ,
          <volume>1</volume>
          (
          <issue>2</issue>
          ),
          <fpage>565</fpage>
          -
          <lpage>574</lpage>
          . https://doi.org/10.17060/ijodaep.
          <year>2014</year>
          .
          <year>n1</year>
          .
          <year>v2</year>
          .
          <fpage>473</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Marques</surname>
            ,
            <given-names>M. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Pombo</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2021</year>
          ).
          <article-title>Current trends in game-based learning Introduction to a special collection of research</article-title>
          .
          <source>Education Sciences</source>
          ,
          <volume>11</volume>
          (
          <issue>10</issue>
          ),
          <volume>622</volume>
          . https://doi.org/10.3390/educsci11100622.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Terzieva</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Personalisation in educational games A case study</article-title>
          .
          <source>In Proceedings of EDULEARN19 Conference</source>
          (pp.
          <fpage>7080</fpage>
          -
          <lpage>7090</lpage>
          ).
          <source>Institute of Information and Communication Technologies</source>
          , Bulgarian Academy of Sciences. https://doi.org/10.21125/edulearn.
          <year>2019</year>
          .
          <year>1824</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Pellas</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fotaris</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kazanidis</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Wells</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning</article-title>
          .
          <source>Virtual Reality</source>
          ,
          <volume>23</volume>
          (
          <issue>3</issue>
          ),
          <fpage>329</fpage>
          -
          <lpage>346</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>[11] Demonstration video: https://youtu.be/r2uf1vVEUAU.</mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>