The resources are designed to be used on interactive whiteboards (with track pads, allowing students to reach the whole screen) or on individual PCs. Thus, the resources can be used for whole-class activities, group, pair or individual work. There are engaging interactive games including quiz questions and challenge activities designed to help students build their financial knowledge and skills. All of the information required to complete the interactive activities successfully can be found in the fact sheets, work sheets and glossary.
Nationwide Education's financial capability resources are designed to reflect the natural progression in ability as children age. Less able students or those with limited financial knowledge could use 'The Cost of Money' resource (for 7 to 11 year olds) and more able students could find the 'Savings and Lifeskills' resources (for 14 to 16 year olds) suitably challenging.
In order to allow discussion, there are no time limits on any of the interactive games. If you wish, you could introduce a time limit appropriate to the ability of your class.
Activities are based around an interactive game (Money Matrix) with sub-games. There is the option of playing as a single player or as two players (or two teams). There is also a 'game practice' option, which allows users to play the sub-games independently from the main board.
This could be played by either two individuals or two teams.
The aim of the game is to create a row of linked blocks from one side of the board to the parallel side, before your opponent.
Players are presented with a grid of 37 blocks. Sub games lie under the blocks at random. These involve quiz questions and challenges that develop the players' financial capability.
The coloured track pads at the bottom left and bottom right of the screen are provided for students unable to reach the top of the screen and also identify the player's colour. These flash to indicate which player begins. The indicated player (Player One) chooses a block from anywhere on the board and a sub game pops up. If the player completes the sub game correctly, he or she wins the block and it is highlighted in his or her colour. If not, the block remains neutral. It is then Player Two's turn to choose a block (from anywhere on the board).
The first to create a path of blocks from one side to its parallel side wins. Players need to think about creating their own path, as well as blocking their opponent.
This could be played on an interactive whiteboard as a whole class or by individual students on PCs either in school or at home.
The player is presented with a row of eight coloured blocks. Sub games lie below these at random. There are also three coloured 'life' blocks. The player clicks on the left-hand block and a sub game pops up. If the player completes the sub game correctly, the block they have won will highlight in their colour (yellow/orange) and they can click on the next block. If not, the player loses a 'life' and they must play a variation of the same game again.
The aim of the game is to highlight all seven blocks and make it across the board before losing all three 'lives'.
This option allows users to play the sub-games independently from the main board game. Click on a sub-game to play it.
Players are shown a question with multiple choice answers, one of which is correct. They must click on the correct answer.
The method is the same as for the single answer questions, but players must find three correct answers.
Players are shown a question related to an image with multiple choice answers, one of which is correct. They must click on what they believe is the correct answer.
Players are shown an anagram with multiple choice answers, one of which is correct. They must click on the correct answer. A clue is available by clicking on the 'Hint' button. Note: The spaces between the anagram letters don't necessarily correspond to the unscrambled word.
Players are given a question relating to a financial document. Players can use the arrow tool to move around the document shown. Documents have clickable 'hot spots', which highlight when the cursor hovers over them. Players must click on the area of the document that shows the correct answer. The 12 to 14 year olds are given the correct document to search, in the 14 to 16s game, players have the added challenge of having to first select the document that they think will contain the correct answer.
The 12 to 14s game shows a bank statement, a budget sheet or a mobile phone bill, the 14 to 16s game uses the same three documents as well as a credit card statement and a payslip.
Teachers' Note: This game uses slightly simplified financial documents, which have been designed to familiarise students with the layout of real-life financial documents. These can be downloaded from the Teachers' section under Fact Sheet FB6 - Personal Finance Documents (12 to 14) and Fact Sheet FB6 - Personal Finance Documents (14 to 16).
Players are shown a short video clip of a student posing a financial dilemma or money-related question. Players are given a choice of possible answers and must click on the correct one. They then see a short clip affirming whether or not they were right and providing a fact or tip.
The aim of the game is to match a person with his or her annual salary. Players are shown a person with an icon representing the type of job they do. Players click on the icon to see more information that could affect the person's salary. They are shown a number of different salaries and must match the person with the most likely salary.
Teachers' Note: The 'pay packets' used in the game are written as annual salaries, taken from careersadvice.gov.uk. Students should be made aware that some jobs are paid hourly and some involve additional payments in the form of bonuses, tips or commission. Pay is also affected by the region in which a person lives.
Players are asked a question and must find the answer hidden in the grid. Letters can be up, down, diagonal or sideways but must be adjacent to each other.
The 14-16 version is the same but letters are grouped with most grid squares containing two rather than one letter.
Players must choose which mobile phone (contract and Pay As You Go (PAYG)) is the cheapest option for the character shown.
Players choose three of the five mobile images shown and then compare costs using the interactive comparison table. By using either a mouse or track pad, players can drag and drop the mobile phones into the comparison table, and complete the sums indicated, in order to work out which phone is the best value.
By thinking about hidden extras such as, non-inclusive minutes and texts, students are learning about the cost implications associated with a mobile phone.
Once students have completed the 'Savings and Lifeskills 1' programme why not get them to try the 'end-of-module' quiz? This will test their financial knowledge and understanding.
The quiz includes 14 questions, and players need to answer ten correctly in order to earn a certificate. Click here to download a copy of the certificate.
Questions in both quizzes cover four main topic areas: careers and personal finance, capability and personal finance, risk and personal finance and economic understanding and personal finance.