Give-Get is a financial literacy game used to teach budgeting, saving, and borrowing. Students compete, play and learn outside of the classroom. Students move around the board making decisions to Give money to potentially Get money.
In order to successfully move around the board, a student must understand their essential expenses and plan for unexpected expenses by establishing an emergency fund. Once a student has their essential expenses and emergency fund covered, then any additional money can be used for discretionary spending, saving or investing. A student has two choices to use their discretionary dollars. They can do nothing (the equivalent of keeping their money under the mattress) or they can Give money to potentially Get money depending on where they land on the board.
The Four Corners are the most important spaces on the board and represent Budgeting. Establishing a weekly, monthly or annual budget is the first step to getting a handle on your finances. You have to figure out how much money is coming in and how much money is going out to calculate how much is left for saving and investing.
The Piggy represents a guaranteed savings account which is the foundation of an overall retirement planning strategy. Examples of guaranteed saving vehicles that can also provide guaranteed income are pensions and annuities. In addition, checking accounts, savings accounts, certificate of deposits and money market funds are relatively safe investments and pay varying degrees of interest on your money so they are also considered a Piggy.
The Chart represents a non-guaranteed investment account. If you are saving for longer-term goals (10+ years), investing in the stock market can be a good way to create wealth. Some examples used to invest in the stock market are individual stocks, passive index funds and active mutual funds.
The Ticket represents speculation or gambling. Examples are playing the lottery, betting on a sporting event or playing a slot machine. With gambling, once the event is over or the slot machine’s reels stop spinning, your chance to win money is over. It is an all or nothing proposition. You either win or lose.
The House represents asset ownership. It illustrates how an asset appreciates in value over time, but may lose value if you have to sell it in a fire sale. Owning an asset can be very rewarding and financially beneficial. Examples of owning an asset are a primary residence, an investment property, a business venture, a private investment, commercial real estate or a piece of art or jewelry.
The Pillars represent Borrowing. Borrowing can be a positive financial transaction if you have a plan to repay the loan and a plan for the use of the proceeds. Examples of borrowing are a home loan, a line of credit, credit cards, or student loans.
A student wins if their opponent goes bankrupt or if they are the first player to have a net worth of at least $100.
Sponsors can use the app for a national competition with scholarship opportunities.