Why saving money matters: offering secondary school students real life examples of the benefits of financial literacy in a fun, enjoyable, and informative medium available in any classroom, anywhere in the province.


Current financial curriculum does not adequately address the complex aspects of finance that are hard to convey through the narrow scope of saving and investing. This game will provide players with degrees of variables that allow for a multitude of relevant scenarios to play out.


This game is intended to provide a versatile (low-tech or high-tech) open-source tool for teachers to use in the instruction of financial literacy curriculum. Current curriculum addresses how to save and budget money (grade 10 planning) but fails to make meaningful connections directly to the students at the centre of the instruction.


This game will provide a fun atmosphere for students to see just what can happen in life when you least expect it and why saving and budgeting are important. Students will be required to make decisions around financing, debt, borrowing, saving, and repaying acquired moneys during the gameplay. The outcome of these decisions directly correlates to their success in the game.


Although this product is geared to meet the curricular needs of secondary school students in British Columbia, it will be accessible to anyone. This product can be customized to create deeper, more personal connections with students. This type of customization will allow educators from around North America to take advantage of this game.


The game is designed to take into consideration the discrepancies of financial, technological and resource access

in the variety of classrooms across the province. Both high-tech and low-tech versions of the game are available. Teachers who know their own unique communities best will be able to customize the variables of this game to enable a deeper, more meaningful connection and end-user experience for those students.


Inspiration for this game comes from the Open Source Initiative and the open source software movement. A secondary aim of this design is to meet the definitions of the open source initiative and to provide en environment where teachers can modify and adapt this product freely and thus build a community of development around this critical subject matter. Creative Commons Licenses apply for the print material and allow for full teacher personalization of the game materials.