Development of a Card Game for Enhancing Student Teachers’ Digital Financial Literacy: Application of UX Research
Main Article Content
Abstract
Enhancing digital financial literacy among student teachers is a vital goal, addressed in this research through two main objectives: 1) exploring student teachers' experiences with digital finance and card games; and 2) developing a card game based on design principles aimed at improving their digital financial literacy. The study was conducted in two phases. Initially, data on student teachers' interactions with digital finance and card games were gathered and analyzed through interviews, using content analysis. This analysis informs the creation of initial game prototypes and design principles. The second phase then shifted the focus to the development and pilot testing of a card game. This phase involved further data collection via interviews and observations, with the aim of refining the game and its educational principles through content and sequential pattern analysis. The research findings are twofold. Firstly, the emotional and cognitive responses of student teachers to digital finance and card games are crucial; they appreciate the benefits of digital transactions but are also aware of risks, like system failures and security breaches. Card games are perceived as effective for enhancing understanding, though their complexity can be a barrier. Secondly, the most effective card game models highlight savings, investment, and risk management strategies. Core design principles for these educational games include the integration of digital financial literacy concepts, a progression from simple to complex topics, and the embedding of micro-goals to facilitate learning. This study thus offers valuable insights into designing educational tools that effectively enhance digital financial literacy in student teachers.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The contents and data in published articles in the Journal of Education and Innovative Learning are considered the ideas and responsibility of the author(s). The Editorial team does not necessarily agree with any ideas or hold mutual responsibility of them. Plagiarism is not permitted, even for academic purposes. However, proper citation must be given whenever referencing the articles.
References
Akcay, A. O., Semercioglu, M. S., & Güllü, H. (2022). The relationship between pre-service primary school teachers' perception of 21st-century skills, mathematical literacy self-efficiency, and financial literacy attitudes and behaviors. Mimbar Sekolah Dasar, 9(1), 81-97. doi:10.53400/mimbar-sd.v9i1.41270
Bank of Thailand. (2020). Report of the Thai financial literacy survey 2020. Retrieved from https://www.bot.or.th/content/dam/bot/image/research-and-publications/2563ThaiFLsurvey.pdf [in Thai]
Boghian, I., Cojocariu, V. M., Popescu, C. V., & Mâţӑ, L. (2019). Game-based learning. Using board games in adult education. Journal of Educational Sciences & Psychology, 9(1). 51-57.
Corsini, L., & Giannelli, G. C. (2021). Economics education and financial literacy acquisition: Evidence from a field experiment. Journal of Behavioral and Experimental Finance, 32, 100556. doi:10.1016/j.jbef.2021.100556
Kaothira, S. (2021). Examples of diversification with smart investing. Retrieved from https://www.krungsri.com/th/krungsri-the-coach/investments/investment-knowledge/funding-diversification. [in Thai]
Kordaki, M., & Gousiou, A. (2017). Digital card games in education: A ten year systematic review. Computers & Education, 109, 122-161. doi:10.1016/j.compedu.2017.02.011
Lyons, A. C., & Kass-Hanna, J. (2021). A methodological overview to defining and measuring “digital” financial literacy. Financial Planning Review, 4(2), e1113. doi:10.1002/cfp2.1113
Morgan, P. J., Huang, B., & Trinh, L. Q. (2019). The need to promote digital financial literacy for the digital age. In P. J. Morgan & N. Kayashima (Eds.), Realizing Education for All in the Digital Age, (40–46). Tokya, Japan: Asian Development Bank Institute. Retrieved from https://www.adb.org/sites/default/files/publication/503706/adbi-realizing-education-all-digital-age.pdf
OECD. (2018). G20/OECD INFE policy guidance on digitalisation and financial literacy. Retrieved from https://web-archive.oecd.org/2018-10-04/490032-G20-OECD-INFE-Policy-Guidance-Digitalisation-Financial-Literacy-2018.pdf
Pupan, T., & Vichitthamaros, P. (2019). An analysis of teacher’s financial literacy and debt in the central region. Journal of Education and Social Development, 14(1), 248-261. Retrieved from https://edu.buu.ac.th/vesd/a2561-1.pdf [in Thai]
Saenpich, S., Sirikulpipat, P., & Nadprasert, P. (2017). Muay Thai game card development for promoting exercise. Veridian E-Journal, Silpakorn University, Humanities, Social Sciences and Art, 10(1), 1454-1466. Retrieved from https://he02.tci-thaijo.org/index.php/Veridian-E-Journal/article/view/89253 [in Thai]
Setiawan, M., Effendi, N., Santoso, T., Dewi, V. I., & Sapulette, M. S. (2020). Digital financial literacy, current behavior of saving and spending and its future foresight. Economics of Innovation and New Technology, 31(4), 320-338. doi:10.1080/10438599.2020.1799142
Su, T., Cheng, M. T., & Lin, S. H. (2014). Investigating the effectiveness of an educational card game for learning how human immunology is regulated. CBE—Life Sciences Education, 13(3), 504-515. doi:10.1187/cbe.13-10-0197
Wongwanich, S. (2020). Design Research in Education. Bangkok, Thailand: Chulalongkorn University Press. [in Thai]
Zha, D., Lai, K. H., Cao, Y., Huang, S., Wei, R., Guo, J., & Hu, X. (2019). RLCard: A toolkit for reinforcement learning in card games. arXiv, 1910.04376. doi:10.48550/arXiv.1910.04376
Zhang, T. (2021). Blank cards: how do you create a card game from scratch?. Retrieved from https://thesciencesurvey.com/arts-entertainment/2021/03/21/blank-cards-how-do-you-create-a-card-game-from-scratch/
Zhang, Y. (2021). The design of a mobile app to promote young people’s digital financial literacy. In M. M. Soares, E. Rosenzweig, & A. Marcus (Eds.), Design, User Experience, and Usability: Design for Contemporary Technological Environments. HCII 2021. Lecture Notes in Computer Science (118-136). Cham: Springer International. doi:10.1007/978-3-030-78227-6_10