摘要 |
Abstract A process to encourage and teach financial literacy using gamification and interactive learning Invention 1. Individuals, Organisations or Groups (the Members) register their interest via the Service. 2. Funds are deposited at the start of the learning process 3. Lessons/training are used by Members. 10 4. As Members successfully learn and complete courses/modules/tasks they are given rewards in the form of money deposited in their accounts. 5. Learning is linked directly to their own bank accounts so as they learn they directly interact with their bank account. Account balances are used to keep score. Student Responsible Party (1) Student registers and sets up learning account (2) (3) Funds provided for Learning courses rewards are undertaken $ (4).. ........ Courses linked ext course - to Bank account ....... transactions & products Bank -.... (5)... . . .. . . .. . . . Quest....Next...Course.. Yuest etCus .. ...... A. kReward Money transferred To Students accont (6) 10 Rewards given Reports generated iStudents advance in 4-Access to new'N, on Student progress levels |