УДК 004.055
GAMIFICATION AND INTERACTIVE TECHNOLOGIES IN FINANCIAL LITERACY EDUCATION
Daniil V. Posokhov1
1 Don State Technical University, Rostov-on-Don, Russia.
danya.posokhov.01@gmail.com
Abstract. The article considers the possibilities of applying gamification and artificial intelligence (AI) technologies in teaching financial literacy. The relevance of the topic is due to the need to increase the involvement and motivation of users in the educational process, especially in the context of digitalization of education and low interest of the population in financial courses in the traditional format.
The aim of the study is to identify and describe the most effective gamification mechanisms and scenarios, as well as to justify the feasibility of their integration with artificial intelligence within digital educational platforms. The methodological basis was a comparative-analytical approach including content analysis, primary classification of game mechanics and assessment of their impact on user experience. An element of qualitative comparative analysis (QCA) focusing on user metrics and the structure of game scenarios was also utilized.
As examples, the international application Mint (25 million users) and the Russian online game “WeCount” are considered, in which, according to the results of surveys, the level of confidence in financial skills increased from 38% to 78% after taking the course.
The novelty of the study lies in the fact that an integrative vision of gamification and artificial intelligence as complementary elements is proposed: intelligent algorithms provide personalization, and game elements — engagement and emotional inclusion in the process. The article systematizes the key mechanics: adaptive scenarios, NLP-based chatbots, story simulations and mini-games.
The results obtained can be used in the development of digital educational products and startups, including the design of a web application on financial literacy as part of a master’s graduate qualification work.
Keywords: financial literacy, gamification in learning, artificial intelligence, interactive educational technologies, personalized learning, game mechanics.
For citation: Posokhov, D. V. Gamification and interactive technologies in financial literacy education. Digitalization. 2025, 6(3), pp. 67–74. [in Russian]. EDN HAWXXG.
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