Students design a board game to help other young people learn about savings and borrowings.
Depending on your class, the project may involve some of the following elements:
Review learning about savings and borrowings from Section 3: Lessons Five – Eleven.
1. Play a range of different board games, making notes about context, board design, rules, skill or luck factor, fairness etc.
2. Develop initial ideas:
Brainstorm what worked or did not work in the sample board games and how this might apply to a game about savings and borrowings.
Draw up a rough plan, outlining:
3. Make the game
4. Record testing of the game with group(s) of young people (e.g. in other classes).
5. Evaluate the effectiveness of the game.
6. Revise the game on the basis of the results of the evaluation.
NOTE: If students would prefer they could make a digital or app version of a board game about savings and borrowings
(see www.toolsforeducators.com/boardgames/boardgame.php).
Class discusses what worked well; what did not work well; what they learned; what they would do differently etc.
At the conclusion of their board game project, each student should reflect on the experience, using written, audio, visual ordigital format. Student reflections should include:
Students are required to complete at least three projects relating to different sections of the course and must create a Project Record for one action taken during the short course. [NB: work completed in First Year cannot be submitted for certification].
If students decide to produce a Project Record for the Board Game Project they can do so in written, audio, visual or digital form. Regardless of the format chosen, students should ensure that their individual Project Record communicates: