Designing a Decision-Making Game for Children’s Financial Literacy: Game Mechanics, OECD Alignment, and Empirical Evidence from Brazilian Schools
Resumo
Introduction: Financial illiteracy among children remains a global challenge, particularly in Brazil, where over 45% of 15-year-olds perform at or below the lowest proficiency level in the PISA 2022 financial literacy assessment. Objective: This paper presents JRC Game, a 2D educational platform game that teaches financial literacy to children aged 7–9 through experiential decision-making based on the OECD/INFE framework. Methodology: Using a Design-Based Research (DBR) approach, we mapped financial concepts—including income, investment, spending, credit, and gambling risk—into interactive game mechanics. The game was evaluated with 148 elementary school students from two Brazilian schools over 202 gameplay sessions using pre/post tests, behavioral logs, and interviews. Results: Participants showed significant learning gains (pre-test M = 8.39; post-test M = 12.40, p < 0.001). Behavioral data indicated a shift from gambling to investment strategies, while interviews suggested transfer of in-game learning to real-world financial reasoning and high engagement.
Palavras-chave:
Financial Literacy, Game-Based Learning, Serious Games, Game Design, OECD Framework, Children Education
Referências
Abt, C. C. (1970). Serious Games. Viking Press, New York.
Alamin, M. et al. (2025). Adaptive game-based learning model for financial literacy education in developing countries. Education and Information Technologies.
Amagir, A., Groot, W., Maassen van den Brink, H., e Wilschut, A. (2018). A review of financial-literacy education programs for children and adolescents. Citizenship, Social and Economics Education, 17(1):56–80.
Barab, S. e Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1):1–14.
Bruckman, A. (1999). Can educational be fun? In Game Developer’s Conference.
Calado, F. e Griffiths, M. D. (2016). Problem gambling worldwide: An update and systematic review of empirical research (2000–2015). Journal of Behavioral Addictions, 5(4):592–613.
Clark, D., Nelson, B., Sengupta, P., e D’Angelo, C. (2009). Rethinking science learning through digital games and simulations: Genres, examples, and evidence. In Workshop on Learning Science: Computer Games, Simulations, and Education. National Academy of Sciences.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., e Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2):661–686.
Dewey, J. (1986). Experience and education. In The educational forum, volume 50, pages 241–252. Taylor & Francis.
Educational Development Center (2023). Cha-ching money adventures: Impact evaluation report. Technical report, EDC.
European Union/OECD (2023). Financial competence framework for children and youth in the European Union. Technical report, European Union/OECD.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., e Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54:170–179.
Kaiser, T. e Menkhoff, L. (2017). Does financial education impact financial literacy and financial behavior, and if so, when? The World Bank Economic Review, 31(3):611–630.
Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall, Englewood Cliffs, NJ.
Lusardi, A. e Mitchell, O. S. (2014). The economic importance of financial literacy: Theory and evidence. Journal of Economic Literature, 52(1):5–44.
MeemAin/GFLEC (2023). Malee: A game-based financial literacy measurement instrument for children. Technical report, MeemAin and Global Financial Literacy Excellence Center.
OECD (2024). PISA 2022 results (volume IV): How financially smart are students? Technical report, OECD Publishing, Paris.
OECD/INFE (2015). OECD/INFE core competencies framework on financial literacy for youth. Technical report, OECD, Paris.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1):1–12.
Platz, J. e Jüttler, M. (2025). Financial literacy games—increasing utility value by instructional design in upper secondary education. Education Sciences, 15(2):227.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Santos, G. M., Julia, R. M. S., e Do Nascimento, M. Z. (2024). K-gbs3fcm-knn graph-based safe semi-supervised fuzzy c-means. In 2024 IEEE International Conference on Big Data (BigData), pages 3498–3507. IEEE.
Santos, G. M., Julia, R. M. S., e do Nascimento, M. Z. (2026). Personalizing financial literacy learning for children through GenAI and agentic design: A game-based experiment. Expert Systems With Applications, 309:131149.
Shute, V. J., Ventura, M., Bauer, M. I., e Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In Ritterfeld, U., Cody, M., e Vorderer, P., editors, Serious Games: Mechanisms and Effects, pages 295–321. Routledge.
Vieira, R., Da Silva, A., e Damasceno, E. (2025). A metaverse-based approach for financial literacy in brazilian vocational school. METAVERSE : Asia Pacific Academy of Science Pte. Ltd., 6(1):3222.
Yi, T. S. et al. (2025). A pilot study of financial literacy activities in malaysian primary schools. In Proceedings of the International Conference on Financial Education.
Alamin, M. et al. (2025). Adaptive game-based learning model for financial literacy education in developing countries. Education and Information Technologies.
Amagir, A., Groot, W., Maassen van den Brink, H., e Wilschut, A. (2018). A review of financial-literacy education programs for children and adolescents. Citizenship, Social and Economics Education, 17(1):56–80.
Barab, S. e Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1):1–14.
Bruckman, A. (1999). Can educational be fun? In Game Developer’s Conference.
Calado, F. e Griffiths, M. D. (2016). Problem gambling worldwide: An update and systematic review of empirical research (2000–2015). Journal of Behavioral Addictions, 5(4):592–613.
Clark, D., Nelson, B., Sengupta, P., e D’Angelo, C. (2009). Rethinking science learning through digital games and simulations: Genres, examples, and evidence. In Workshop on Learning Science: Computer Games, Simulations, and Education. National Academy of Sciences.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., e Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2):661–686.
Dewey, J. (1986). Experience and education. In The educational forum, volume 50, pages 241–252. Taylor & Francis.
Educational Development Center (2023). Cha-ching money adventures: Impact evaluation report. Technical report, EDC.
European Union/OECD (2023). Financial competence framework for children and youth in the European Union. Technical report, European Union/OECD.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., e Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54:170–179.
Kaiser, T. e Menkhoff, L. (2017). Does financial education impact financial literacy and financial behavior, and if so, when? The World Bank Economic Review, 31(3):611–630.
Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall, Englewood Cliffs, NJ.
Lusardi, A. e Mitchell, O. S. (2014). The economic importance of financial literacy: Theory and evidence. Journal of Economic Literature, 52(1):5–44.
MeemAin/GFLEC (2023). Malee: A game-based financial literacy measurement instrument for children. Technical report, MeemAin and Global Financial Literacy Excellence Center.
OECD (2024). PISA 2022 results (volume IV): How financially smart are students? Technical report, OECD Publishing, Paris.
OECD/INFE (2015). OECD/INFE core competencies framework on financial literacy for youth. Technical report, OECD, Paris.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1):1–12.
Platz, J. e Jüttler, M. (2025). Financial literacy games—increasing utility value by instructional design in upper secondary education. Education Sciences, 15(2):227.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Santos, G. M., Julia, R. M. S., e Do Nascimento, M. Z. (2024). K-gbs3fcm-knn graph-based safe semi-supervised fuzzy c-means. In 2024 IEEE International Conference on Big Data (BigData), pages 3498–3507. IEEE.
Santos, G. M., Julia, R. M. S., e do Nascimento, M. Z. (2026). Personalizing financial literacy learning for children through GenAI and agentic design: A game-based experiment. Expert Systems With Applications, 309:131149.
Shute, V. J., Ventura, M., Bauer, M. I., e Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In Ritterfeld, U., Cody, M., e Vorderer, P., editors, Serious Games: Mechanisms and Effects, pages 295–321. Routledge.
Vieira, R., Da Silva, A., e Damasceno, E. (2025). A metaverse-based approach for financial literacy in brazilian vocational school. METAVERSE : Asia Pacific Academy of Science Pte. Ltd., 6(1):3222.
Yi, T. S. et al. (2025). A pilot study of financial literacy activities in malaysian primary schools. In Proceedings of the International Conference on Financial Education.
Publicado
29/09/2026
Como Citar
SANTOS, Gabriel Machado; JULIA, Rita Maria Silva; NASCIMENTO, Marcelo Zanchetta do.
Designing a Decision-Making Game for Children’s Financial Literacy: Game Mechanics, OECD Alignment, and Empirical Evidence from Brazilian Schools. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 1575-1586.
DOI: https://doi.org/10.5753/sbgames.2026.24034.
