A Conceptual Framework for Gamification-Based Community Financial Literacy Capacity-Building: Integrating Self-Determination Theory and Nudge Theory

Low financial literacy continues to constrain household resilience, micro-enterprise growth, and inclusive community development worldwide, even as most community-based financial literacy programs still rely on lecture-style delivery that struggles to sustain adult participants' engagement. Meanwhile, gamification - the use of game design elements in non-game contexts - has accumulated strong evidence of motivational and learning benefits in classroom and financial-technology settings, yet no integrative conceptual model currently guides community service practitioners in applying gamification to offline or low-connectivity community training. This conceptual paper addresses that gap by proposing the Gamified Community Financial Literacy Capacity-Building Model (GC-FLCM), an integrative framework synthesizing Self-Determination Theory, Nudge Theory, Family Financial Socialization Theory, Social Cognitive (self-efficacy) Theory, community capacity-building theory, and andragogy. Using a conceptual synthesis method, the framework maps specific gamification mechanics onto the psychological needs for autonomy, competence, and relatedness, and aligns learning content with the OECD/INFE core competency domains for adult and MSME financial literacy. The model is organized into four iterative stages - Diagnose and Design, Autonomy-Supportive Onboarding, Guided Mastery Loop, and Habit Consolidation and Sustainability - and incorporates a tiered, blended low-tech/high-tech design to mitigate digital-divide exclusion, alongside explicit ethical safeguards against the manipulative "dark side" of gamification documented in prior literature. The paper contributes a novel, theory-grounded, practice-ready blueprint for community service organizations, extension agencies, and cooperative movements, and outlines an agenda for future empirical validation.

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Publication Details

Journal
International Journal of Research in Community Service
Published
2026-11-01
DOI
https://doi.org/10.46336/ijrcs.v7i4.1495
Primary Topic
Educational Games and Gamification
Type
article
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article

A Conceptual Framework for Gamification-Based Community Financial Literacy Capacity-Building: Integrating Self-Determination Theory and Nudge Theory

Grida Saktian Laksito, Rifki Saefullah, Setyo Luthfi Okta Yohandoko
1 links
International Journal of Research in Community Service
Educational Games and Gamification
article

A Conceptual Framework for Gamification-Based Community Financial Literacy Capacity-Building: Integrating Self-Determination Theory and Nudge Theory

Grida Saktian Laksito, Rifki Saefullah, Setyo Luthfi Okta Yohandoko
article en

Abstract

Low financial literacy continues to constrain household resilience, micro-enterprise growth, and inclusive community development worldwide, even as most community-based financial literacy programs still rely on lecture-style delivery that struggles to sustain adult participants' engagement. Meanwhile, gamification - the use of game design elements in non-game contexts - has accumulated strong evidence of motivational and learning benefits in classroom and financial-technology settings, yet no integrative conceptual model currently guides community service practitioners in applying gamification to offline or low-connectivity community training. This conceptual paper addresses that gap by proposing the Gamified Community Financial Literacy Capacity-Building Model (GC-FLCM), an integrative framework synthesizing Self-Determination Theory, Nudge Theory, Family Financial Socialization Theory, Social Cognitive (self-efficacy) Theory, community capacity-building theory, and andragogy. Using a conceptual synthesis method, the framework maps specific gamification mechanics onto the psychological needs for autonomy, competence, and relatedness, and aligns learning content with the OECD/INFE core competency domains for adult and MSME financial literacy. The model is organized into four iterative stages - Diagnose and Design, Autonomy-Supportive Onboarding, Guided Mastery Loop, and Habit Consolidation and Sustainability - and incorporates a tiered, blended low-tech/high-tech design to mitigate digital-divide exclusion, alongside explicit ethical safeguards against the manipulative "dark side" of gamification documented in prior literature. The paper contributes a novel, theory-grounded, practice-ready blueprint for community service organizations, extension agencies, and cooperative movements, and outlines an agenda for future empirical validation.

International Journal of Research in Community ServiceVol. 7(4)
Padjadjaran University (ID)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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A Conceptual Framework for Gamification-Based Community Financial Literacy Capacity-Building: Integrating Self-Determination Theory and Nudge Theory — Grida Saktian Laksito, Rifki Saefullah, et al. · International Journal of Research in Community Service (2026) | TGRS Research Map | TGRS