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More than Money

More than Money is a Junior Achievement programme consisting of 6 sessions for students from grade 3 to 5. Developed in partnership with HSBC, it covers earning, spending, sharing and saving money. It also explains about businesses that students can start or jobs they can perform in order to earn money.

Purpose and process

The programme aims to encourage innovative thinking, development of money-management skills that support positive attitudes and an opportunity for students to explore and enhance their career aspirations. The 5 sessions cover the following topics:

1. Money in the Bank - Students learn to manage a bank account; they play the Community Game to reinforce their money-management skills and to better understand the role and importance of money in their lives

  • Students learn to: Identify the role of money in everyday life; Explain the benefits of a personal bank account

2. A Sense of Worth - Students identify businesses they can start or jobs they can perform to earn money; activities focus on developing a positive work ethic. They continue playing the Community Game to further understand the role of money in their lives

  • Students learn to: Identify characteristics of a positive work ethic; Distinguish between working for someone and self-employment; Identify ways of earning an income through jobs or a small business

3. Balancing Act - Students identify personal skills and interests and connect them to possible business opportunities; working in groups, they learn about market research and play the final round of the Community Game

  • Students learn to: Match personal skills with jobs and self-employment; Understand market research; Identify ways to share, save, and spend personal income

4. Building a Business - Students explore their job skills and the types of businesses in which they are interested; they identify the basic steps for starting and operating a small business then, using this information, they develop a business plan

  • Students learn to: Define the basic steps in planning and starting a business; Calculate operating expenses and income for a small business; Develop a basic business plan based on their job skills and interests

5. Get SMART - Students continue to practise saving and spending in business teams. The concept of making SMART consumer decisions is introduced through role-playing and students work in teams to play Round One of the Business Game

  • Students learn to: Use the SMART system to make consumer decisions; Identify the difference between personal and business spending

6. What's the Catch? - During the final session, students learn to recognise deceptive advertising and the importance of ethical business practices. Continuing to work as business teams, they conclude the programme by playing Round Two of the Business Game

  • Students learn to: Recognise deceptive advertising; Apply money-management skills in a simulated business; Record and track financial gains and losses in a simulated environment

Learning outcomes

Students will be able to:

  • Build on their understanding of money basics and apply those skills to daily life
  • Recognise the significance of money management in making informed life-decisions

It can enhance students’ entrepreneurial learning in terms of:

  • Concepts - advertising; banking; business planning; consumers; deposit; earnings; employee; estimates; expense; goods; income; market research; mentor; money; money management; profits; role model; saving; self-employment; services; shares; spending; withdrawal; work ethic
  • Skills - active listening; analysis; applying information; brainstorming; chart data; compare and contrast; computation; critical thinking; deductive reasoning; decision-making; drawing; evaluating data; following written and verbal instructions; group work; mind-mapping; problem solving; recording deposits and withdrawals; role-playing; self-assessment; taking turns; teamwork; vocabulary building

Curricular or thematic relevance

The programme correlates well with state social studies, English, and maths standards, as well as the Common Core State Standards in English/Language, Arts and mathematics. It can also be linked to economics and business courses

How to organise:

The series of 6 sessions is recommended to take place after school (JA Afterschool). The average time for each session is 60 minutes. The materials are packaged in a self-contained kit that includes detailed plans for the volunteer and materials for 32 students

Assessment and evaluation approaches

Ongoing discussion and feedback; learning gained can be evaluated during each round of the games

Volunteer involvement

Junior Achievement staff and volunteers support/facilitate each of the sessions

Additional comments

For further information,

Provider Institution:

, JA Europe  Belgium

helper do TM detail body (June 6th, 1st half)

helper do TM detail right side (TM June 6th, 2nd half)


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