Children learn what money is for, how to save and spend with a plan, and how to spot a need and try an idea, using play money and simple models.
The six modules (ages 7–12)
Module 1: Money Fundamentals
Children learn what things are worth, the difference between needs and wants, and what trade-offs are.
What a child might do. Explains a simple trade-off between useful options.
Try at home (about 2 minutes). Offer a choice between two small treats and ask what they would give up and why. Sort a few items into needs and wants.
Module 2: Saving & Financial Goals
Children learn to save for something they want and weigh now against later.
What a child might do. Uses a simple tracking tool to plan toward a modest goal.
Try at home (about 2 minutes). Pick a small goal and draw a tracker with ten boxes. Colour one in each time they set a little aside, and talk about the wait.
Module 3: Budgeting & Spending
Children plan how to spend a limited amount and explain their choices.
What a child might do. Allocates a fixed amount of play money or materials and explains a choice.
Try at home (about 2 minutes). Give your child play money for a pretend shop with a few priced items. Ask them to choose what to buy and say why.
Module 4: Entrepreneurial Mindset
Children spot a need around them and think of a way to be useful.
What a child might do. Identifies a problem that someone might value solving.
Try at home (about 2 minutes). On a walk or at home, ask, "What is one thing that is annoying or hard for someone?" Let them suggest an idea that could help.
Module 5: Customer Understanding
Children learn to ask real people what they need, without putting words in their mouths.
What a child might do. Uses non-leading questions and records a few observations.
Try at home (about 2 minutes). Have your child ask two family members an open question, such as, "What is hard about your morning?" Ask them to record what they heard.
Module 6: Product Design & Prototyping
Children make a simple model of an idea, get feedback and improve it.
What a child might do. Creates a low-cost prototype and changes it after feedback.
Try at home (about 2 minutes). Make a quick model of a new bookmark or lunch-box idea from paper. Show someone, listen to one comment and change one thing.