TY - JOUR
T1 - From play to proficiency
T2 - Analyzing the role of game-design learning experiential strategies in hospitality investment and finance education
AU - Fang, Chin Yi
AU - Huang, Shan Lin
AU - Hsueh, Yu Ju
AU - Sung, Pin Hsuan
N1 - Publisher Copyright:
© 2025 Elsevier Ltd.
PY - 2025/11
Y1 - 2025/11
N2 - This study examines the impact of game-design experiential learning (GDEL) on financial literacy and learning outcomes among graduate hospitality finance students. Using a purposive sampling method, data were collected from a graduate-level hospitality finance course in Taiwan, with 70 participants in the pre-test and 64 in the post-test. The curriculum included four board games and one online gamified learning platform. Pre- and post-test results showed significant improvement in financial literacy attitudes. Statistical analysis indicated collaboration reduces performance disparities. Mediation analysis revealed that GDEL enhanced perceptions of financial management (PFM), promoted deep learning (DL) and increased learning satisfaction (LS) and effectiveness (LE). Multiple-group analysis found the online game had a stronger direct effect on LS and LE; physical games more strongly influenced PFM and DL.
AB - This study examines the impact of game-design experiential learning (GDEL) on financial literacy and learning outcomes among graduate hospitality finance students. Using a purposive sampling method, data were collected from a graduate-level hospitality finance course in Taiwan, with 70 participants in the pre-test and 64 in the post-test. The curriculum included four board games and one online gamified learning platform. Pre- and post-test results showed significant improvement in financial literacy attitudes. Statistical analysis indicated collaboration reduces performance disparities. Mediation analysis revealed that GDEL enhanced perceptions of financial management (PFM), promoted deep learning (DL) and increased learning satisfaction (LS) and effectiveness (LE). Multiple-group analysis found the online game had a stronger direct effect on LS and LE; physical games more strongly influenced PFM and DL.
KW - Deep learning
KW - Game-design experiential learning
KW - Learning effectiveness
KW - Learning satisfaction
KW - Perceptions of financial management course
UR - https://www.scopus.com/pages/publications/105020921004
UR - https://www.scopus.com/pages/publications/105020921004#tab=citedBy
U2 - 10.1016/j.jhlste.2025.100583
DO - 10.1016/j.jhlste.2025.100583
M3 - Article
AN - SCOPUS:105020921004
SN - 1473-8376
VL - 37
JO - Journal of Hospitality, Leisure, Sport and Tourism Education
JF - Journal of Hospitality, Leisure, Sport and Tourism Education
M1 - 100583
ER -