This article aims to analyze the level of knowledge and skills of SENA Financial Services Centre (CSF) learners, in relation to savings, investment, Mutual Funds, and assess the level of acceptance of a videogame as an active and participatory learning strategy, aimed at developing financial capacit...

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Bibliographic Details
Main Author: Castañeda Rodríguez, Manuel
Format: Article
Online Access: https://revistas.sena.edu.co/index.php/finn/article/view/333
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Summary:This article aims to analyze the level of knowledge and skills of SENA Financial Services Centre (CSF) learners, in relation to savings, investment, Mutual Funds, and assess the level of acceptance of a videogame as an active and participatory learning strategy, aimed at developing financial capacities in these areas. The article sets a review of related studies of economic and financial education in Colombia, and the exploration of the most significant conceptual advances on the importance of videogames as a tool that promotes active learning and skills development in economic and financial processes. The methodology is qualitative, based on the application of a 516 CSF learners survey, -of a universe of 35,000- belonging to twelve programs of technical and technological level. The objective of this survey is to identify the socio-cultural characteristics of the study population, the level of their financial capabilities in savings and investment, as well as the determination of the characteristics that a proposal of a didactic game on these matters must have. The article allows us to conclude that the financial capacities of CSF on savings and investment, specifically in mutual funds, are highly deficient and that videogames are rated as an interesting strategy to learn about finance, investment and mutual funds, because the predisposition to the use of new technologies