A group game about financial literacy and wellbeing
A youth worker using this tool will engage participants in playing a team game involving characters, situations, and possible answers to choose from. This workshop will help them develop empathy, teamwork, critical thinking, long-term perspective, and financial allocation skills, while also teaching them how to be more financially and digitally literate.
Thе game “Daily Choices for Functional Life” will show how our daily choices and way of thinking determine our lives to a certain extent and how small choices today make a big difference tomorrow!
The workshop aims to enable participants to acquire, through an interactive game, skills in financial literacy, life well-being, digital well-being, and to improve teamwork, empathy, and critical and long-term thinking skills.
Young people aged 16 to 29, NEETs
Time frame
The time frame is around 1 hour and 30 minutes, but it can also be extended.
Background
We chose to develop a gamification-based workshop focused on the topics of financial literacy and well-being because, in today's consumer-oriented society, it is crucial for young people to be able to manage their finances, time, and work and find a balanced lifestyle. Through the perspective of characters with different characteristics, workshop participants will be able to look at the situation outside their prism and find their own balance.
Seminar room
Flipchart
Markers
Printed cars with the characteristics of the four game characters
Printed cards with the situations and the possible answers
Points key desk for summing the points of each team at the end
Paper sheets and pens for the participants
Credits: Image generated by AI using ChatGPT
Set up a seminar room with enough chairs and tables, also a flipchart is needed. Participants should have a clear view of the trainer and the flipchart.
Starting The Activity
First, the participants are divided into 4 teams, with each team receiving a character card. They must get to know their character and then respond to the situations not with their own personal answers, but to those that match the characteristics of their character.
The facilitator tells the storyline of the game:
“10 years ago, 4 people (Stefan, Maria, Ivan, and Viktor) were a friendly group, they studied together at university, but after graduation, their lives developed very, very differently... Why? Let's put ourselves in the shoes of the characters and see what decisions they made and why they are where they are now?”
The facilitator reads the situation cards to the participants one after the other, as they are numbered.
After each situation is read, the participants have 1 minute to discuss in their teams which of the four answers on the card is most appropriate to mark as true for their character.
The teams give their answers by writing them on a sheet of paper and showing them to everyone at the same time. Then the facilitator writes on the flipchart opposite the number of each question which team has indicated as which answer.
After all the situations have been answered by each team and the facilitator has recorded them, they are checked by the Points key desk, and for each correct answer, the team receives 1 point. The team with the highest number of points collected wins.
At the end, there will be time for reflection.
A more detailed description of this tool can be found here - Tool description :)
Credits
This game was inspired by observing youth work practices of the association Walk Together in Sofia/Bulgaria.
This tool is part of the implementation of Project № 2024-1-AT01-KA210-YOU-000245743, funded by the European Commission.
Disclaimer: Funded by the European Union. However, the views and opinions expressed are those of the author(s) only and do not necessarily reflect those of the European Union or OeAD-GmbH. Neither the European Union nor the granting authority can be held responsible.