Σχεδιασμός και ανάπτυξη ενός ψηφιακού μαθήματος οικονομικού γραμματισμού για εκπαιδευτικούς, αξιοποιώντας το μοντέλο της γνωστικής μαθητείας, σε ένα ψηφιακό web 2.0 escape room
Design and development e- course on financial literacy for in-service teachers using the cognitive apprenticeship model on a web 2.0 digiral escape room

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Keywords
Οικονομικός γραμματισμός ; Τεχνητή νοημοσύνη ; Ψηφιακά escape rooms ; Εκπαίδευση ενηλίκων ; Γνωστική μαθητείαAbstract
This thesis aimed to design, develop and evaluate a digital financial literacy course for practicing secondary school teachers. Based on this purpose, a digital environment was created, namely an escape room, which was based on the theory of cognitive apprenticeship and therefore had organized phases that were modeling, guidance, support, planning, reflection and exploration. The activities created take place in different thematic "rooms" that present real-life scenarios with puzzles and quizzes that are directly related to the everyday financial decisions that people make. Personalized support has also been integrated with the help of Econa - a digital artificial intelligence agent that helps by providing coaching feedback as well as navigation support.
By playing the game, users make decisions about expenses, investment choices and financial fraud recognition. Decisions are recorded in three main areas (general assessment, wallet and psychological balance), merged into a feedback system with the awarding of digital signals representing learning progress as well as the creation of a balance between financial and psychological balances.
This research process is somewhat experimental and includes a pre- and post-assessment of financial self-efficacy, metacognitive activation measured through rubrics and active engagement data collected with the help of artificial intelligence. The hope is to determine to what extent such specific environments could inspire confidence about finances in the participants themselves, inspire better self-regulation strategies and, more specifically, raise the bar for active engagement among students.
This work will add value by designing a new framework that combines cognitive learning with digital escape rooms and artificial intelligence technologies, as the real training simulator for adult education that will operate in practice in real educational environments. This will allow further research to be initiated based on a much-improved version.


