More than three‑quarters of students from low‑income households
Data about students' economic need comes from the National Center for Education Statistics, via our partners at MDR Education.
Support her classroom with a gift that fosters learning.
Monthly
One-time
Support Ms. Ward's classroom with a gift that fosters learning.
Monthly
One-time
Make a donation Ms. Ward can use on her next classroom project.
My students are beginning to prepare for their transition from high school to college and/or the workplace. For most, they have not experienced using electronic forms of payment. Using the electronic forms of the popular board games, Monopoly and The Game of Life, for my Financial Literacy classes will give them an authentic learning experience with the responsibility that comes with managing financial resources. I have used the traditional version of these games in the past as enrichment activities for the students to apply the concepts of decision making, stewardship, and fiduciary accountability. As electronic payments such as credit/debit cards, Apple/Google/Samsung pay, and payment services such as Chase Pay and PayPal become the norm, upgrading to the electronic form of these popular board games will add authenticity and relevancy for the students.
During my four-year tenure as a financial literacy instructor, I noticed a disturbing trend. Many of my students had idealized notions of credit/debit cards. A poll of my past classes revealed at less than five percent had a bank account. Of that group, only two percent responded that they had ever used or had a credit/debit card. This could be potentially disastrous if not addressed. With the rising cost of college tuition, our college freshman must have the knowledge and experience necessary to make sound financial decisions.
Your support of this project will help reinforce financial stewardship and fiduciary accountability in our youth. Using these electronic version of popular board games in a controlled learning environment will help them to gain first-hand experience on the benefits and disadvantages of credit/debit card use. They will be afforded the opportunity to practice using credit/debit cards in a nonthreatening and supportive environment. Moreover, the interactive format will engage the students and foster a positive learning experience.
About my class
My students are beginning to prepare for their transition from high school to college and/or the workplace. For most, they have not experienced using electronic forms of payment. Using the electronic forms of the popular board games, Monopoly and The Game of Life, for my Financial Literacy classes will give them an authentic learning experience with the responsibility that comes with managing financial resources. I have used the traditional version of these games in the past as enrichment activities for the students to apply the concepts of decision making, stewardship, and fiduciary accountability. As electronic payments such as credit/debit cards, Apple/Google/Samsung pay, and payment services such as Chase Pay and PayPal become the norm, upgrading to the electronic form of these popular board games will add authenticity and relevancy for the students.
During my four-year tenure as a financial literacy instructor, I noticed a disturbing trend. Many of my students had idealized notions of credit/debit cards. A poll of my past classes revealed at less than five percent had a bank account. Of that group, only two percent responded that they had ever used or had a credit/debit card. This could be potentially disastrous if not addressed. With the rising cost of college tuition, our college freshman must have the knowledge and experience necessary to make sound financial decisions.
Your support of this project will help reinforce financial stewardship and fiduciary accountability in our youth. Using these electronic version of popular board games in a controlled learning environment will help them to gain first-hand experience on the benefits and disadvantages of credit/debit card use. They will be afforded the opportunity to practice using credit/debit cards in a nonthreatening and supportive environment. Moreover, the interactive format will engage the students and foster a positive learning experience.