Viewing entries tagged
financial literacy

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May Madness: GPB Gaming Speedruns

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Get ready to rumble with Georgia Public Broadcasting (GPB) Education’s May Madness! For the next three days, GPB will broadcast live speedrun gaming demonstrations of their three FableVision-developed learning games: Gasha Go!, Georgia Race Through Time, and Lights, Camera, Budget!

With the school year winding down and students preparing for both final assessments and summer break, this is the perfect opportunity to enjoy GPB’s award-winning games in action as competitors pit their knowledge of numeracy, Georgia history, and financial literacy against the clock and try to uncover 24 hidden primary sources, replace 30 toys, and produce a five-star movie for the world speedrun gaming record. Teachers, parents, and students are all invited to tune in and cheer them on!


Georgia Race Through Time All Sources Speedrun

Click here to register.

Step into Georgia history in Georgia Race Through Time as Savannah and her dog Peaches collect historical artifacts in order to win the Georgia Race Through Time scavenger hunt. Watch GBP’s own phenomenal scholar-athlete Michael Kuenlen on his first-ever live broadcast of an All Sources Speedrun demo of the Georgia Race Through Time Game. How long will it take Mike, Savannah, and Peaches to find all 24 primary sources hidden throughout the state? Will Mike’s formative year as an 8th grade Georgia Studies student see him through the challenge? Have Mike’s 15 years as a social studies teacher honed his information processing skills enough to foil avid competitors Elan Trusk and Musty Bureaux? Tune in Wednesday at 3PM ET to find out!


Gasha Go! All Toys Speedrun

Click here to register.

Jump into the colorful world of an arcade game in Gasha Go!, as players use their number sense, numeracy, and literacy skills to fill a gashapon-style toy machine with toy pods. Join GPB’s early learning education Ready to Learn rockstars Ashley Payton and Kimberly Mobley as they use their numeracy superpowers in a race against the clock All Toys Speedrun demo to save the day for busy Gasha Go! arcade workers and math friends Mash, Zoom, Bazzle, Deeja, Pow, and Tuft. Can their sense of what numbers mean and how they relate to one another be enough to replenish all 30 gashapon toys before the arcade opens again in the morning? Tune in Thursday at 3PM ET to find out!


Lights, Camera, Budget! All Stars Speedrun

Click here to register.

Find out what it’s like to be a Hollywood producer and make your own hit film in Lights, Camera, Budget!, a financial literacy game created by FableVision Studios, Georgia Public Broadcasting, and the Georgia Council on Economic Education that teaches personal finance and budgeting skills. Join GPB Education for an hour of economic excitement with GCEE financial literacy legends Chris “Cash Commander” Cannon and Mike “Money Master” Raymer as they take on the Georgia film industry with a limited budget for their inaugural Lights, Camera, Budget! All Stars Speedrun game demo. Will Chris choose the genre of action, horror, or romantic comedy? Will his funds hold out long enough to feed the crew and complete the soundtrack? Can he navigate the perils of personal finance to produce a five-star movie in today’s exceptional economic environment? Tune in Friday at 1PM ET to find out!

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FableVision Resources for Distance Learning

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With many of us working from home or learning remotely these days, it can be difficult to find fun, quality, engaging activities to pass the time and keep us in good spirits. And now that students of all ages—from kindergarteners to high schoolers and beyond—are home during the school day, you can help them continue to learn with this list of games, animated shows, and more that can be enjoyed by the whole family. Naturally, we’re biased, but here are some of our favorite educational resources we developed with our amazing partners to get you started. Who knows—you may learn something yourself as you follow along!

You can also check out our friends at iCivics, Pinna, BrainPOP, GoNoodle, and Common Sense Media for more quality content. Virtual elbow bump!


Game-Based Learning

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Gasha Go! (free)

Age Range: grades K-3

Help the lovable Gasha Go! characters fill an arcade machine with toys! In this cute and colorful math game from FableVision and Georgia Public Broadcasting, players learn number sense, numeracy, and literacy skills while earning virtual toy rewards along the way.


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Quandary (free)

Age Range: middle school

As the captain of the new space colony Braxos, it’s up to you to use your moral decision-making skills to keep the peace. In Quandary, an online card and story-based game we developed with the Learning Games Network, players assume the role of captain in a futuristic society. In this role, players must make difficult—and important— decisions to help build their colony and strengthen their community.


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Zoombinis ($2.99 on App Store and Google Play, $4.99 on Kindle, $9.99 for Broderbund and Steam)

Age Range: middle school

Join the Zoombinis on a logical journey! In this relaunch of the classic ‘90s game, players use their algebraic thinking, data analysis, and theory formulation skills (also known as Computational Thinking) to solve puzzles and help the Zoombinis find a new home. The game was re-released in 2015 in partnership with TERC and Learning Games Network.


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Read to Lead (free)

Age Range: middle school

The citizens of the fictional city of Fort Douglas are struggling to grapple with the aftermath of a hurricane. In this trio of games FableVision developed with Classroom, Inc.After the Storm, Community in Crisis, and Vital Signs—players assume the role of a newspaper editor, community center director, and medical clinic manager to help the town rebuild and pick up literacy and career readiness skills along the way.


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Lights, Camera, Budget! (free)

Age Range: middle and high school

Welcome to Hollywood! Can you manage a budget of $100 million to create the horror, comedy, or action movie of your dreams? This online financial literacy game is a collaboration between FableVision, Georgia Public Broadcasting, and the Georgia Council on Economic Education that teaches personal finance and money management in a way that is engaging and aligns with Common Core standards.


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Digital Citizenship Music Videos

Age Range: grades K-2

Online safety and balance  are crucial, especially in our increasingly digital world. To teach children how to be safe, responsible, and respectful in their digital lives, FableVision created three fun and educational music videos for grades K-2 as a part of Common Sense Education’s K-12 Digital Citizenship Curriculum. While the music videos are perfect for young children to learn the importance of digital safety, online privacy, and more, you may find yourself singing and dancing along!


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Different Kinds of Hurt: Isaac's Story

Age Range: elementary school

Now is an especially important time to have open and honest discussions with children about mental health, and to remind them that it’s okay not to feel okay. FableVision partnered with the Massachusetts Department of Mental Health, the Walker School, and Express Yourself to tell the story of Isaac, who shares his experience of going to the hospital for mental health reasons with his friend Mia. The warm and friendly animated film draws parallels between mental health and physical health using Isaac’s experiences and Mia’s recent stay in the hospital for a broken leg to normalize conversations about kids’ mental health without relying on harmful stereotypes.


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Go! Go! Cory Carson

Age Range: preschool

Navigate childhood with kid-car Cory Carson! In this charming Netflix series from Kuku Studios, and with help from FableVision’s VP of Creative Tone Tyne, viewers follow Cory Carson on his epic adventures, from a field trip to the firehouse to his very first sleepover! The first two seasons are now streaming on Netflix.


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The Paper Girls Show

Age Range: 6-8

Meet Caily and Reese, curious best friends and makers, as they use STEAM to solve problems with help from their friends in the fantastic paper world of Confetti! This animated series from FableVision and Global Tinker empower viewers through creativity and exploration, and shows young girls that “if you can dream it, you can make it!”


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Good Thinking!: The Science of Teaching Science

Age Range: adults

How do students develop new conceptual understandings? Are “learning styles” out of style? In this animated series for K-8 science educators, FableVision and the Smithsonian Science Education Center tackle common misconceptions students have on a variety of topics, from gravity and inertia to weather and the water cycle, and show how educators can debunk these issues in their classrooms—even if that classroom is now online!


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Dodo Sing Dodo Dance

Age Range: preschool and up

Sing and dance along with the beloved animals from The Dodo, now on a platform designed just for kids! Visit the Dodo Kids YouTube channel for kid-friendly content, including five catchy, cute critter-filled music videos. With original music created in partnership with musical group The Wilders and lyrics from FableVision VP of Creative Tone Thyne, Dodo Sing Dodo Dance features cute animals, colorful graphics, and upbeat music and lyrics that will have people of all ages joining in!


FableVision Learning Resources:
The Creativity Maker Suite

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FabMaker Studio

Age Range: grades K-8

Let’s make something! (And you don’t even need a 3D printer!) With FabMaker Studio, a research-based digital fabrication tool from our sister company FableVision Learning, students can design and fabricate any project—including designing a solar car or modeling a snow fort—using digital tools, including scissors, electronic cutters, and more!


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Get Published!

Age Range: grades K-8

Curious about how to publish a book? Learn from award-winning children’s book author and illustrator—and FableVision founder—Peter H. Reynolds in this web-based digital publishing platform from FableVision Learning. Through videos and hands-on activities, users will learn all about what it takes to make a book, from developing a plot to formatting pages to creating an actual book that you can put on your bookshelf!


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Animation-ish

Age Range: grades K-12

Animation-ish is an easy-to-use, web-based animation program that inspires creativity, and allows students in grades K-12 to "show what they know." Animation-ish includes three levels that provide students and teachers from K-12 with a fun, rewarding experience that fosters the ability to animate across the curriculum with confidence.


FableVision is an educational media production studio on a mission to move the world to a better place. If you're looking for a production partner for online or distance learning solutions, reach out to us here.

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July FableFriday: Nick Maynard, Senior Vice President at Commonwealth

Right from the start it was a direct mission match. FableVision Studios and Commonwealth have been working together since 2010 to provide people with the financial tools they need for the security and peace of mind they deserve. Commonwealth (formerly known as the Doorways to Dreams Fund) hopes to create a stronger and more prosperous society where everyone has financial opportunity. Together with Nick and our partners at Commonwealth, we’ve created the award-winning financial literacy games Bite Club, Con ‘Em if You Can, Farm Blitz, and Refund Rush. At the helm of innovation is Senior Vice President Nick Maynard, who’s part of the team responsible for making this mission a reality through playful learning.

“At Commonwealth, we believe that tools that use fun to increase people's motivation to engage with financial topics reduce stress and anxiety surrounding financial decision making and lead to real-world action taking,” Nick explains. “These tools can improve the financial opportunity and security of financially vulnerable people.”

Through games that teach financial literacy, Commonwealth is improving the lives of Americans by educating users and making financial literacy, security, and opportunity attainable for all. Read up on the new tricks up Nick’s sleeve as he moves Commonwealth towards new heights, chats about utilizing gamification to improve financial education, and his gem of a find on Pokémon Go.

Tell us a little bit about your role at Commonwealth and how you approach your work.
I am a Senior Vice President at Commonwealth and recently celebrated 10 years with the organization. Since joining, I’ve been involved in leading initiatives to improve savings outreach for low to moderate income families, piloting and scaling prize-based savings in the financial services industry, and promoting national civic savings through 21st retail securities. Currently, I focus a great deal on scaling our work around gamification/games (“Financial Entertainment”) and Prize-Linked Savings.

Infographic: Using Games to Build Financial Capability 

Infographic: Using Games to Build Financial Capability 

Making people financially secure is the core of Commonwealth’s mission. How does the organization’s perspective and work stand out as distinctive?
User engagement and insights are at the core of our innovation process to create solutions that promote financial capability. For the games, we work on the designs alongside low- and moderate-income consumers. They join us at three key milestones during the development of each game to give feedback on the gameplay experience. We also conduct preliminary efficacy testing with these and additional users.

Our suite of “Financial Entertainment" (please have Flash enabled on your browser to view the site) video games currently includes six titles that cover topics ranging from budgeting and debt management to saving for retirement and avoiding financial fraud. Since the games launched in 2010, we’ve seen some exciting results! The FE website has had 975K visits by 750K users, and 53K app downloads.

How did Commonwealth come to cross paths with FableVision?
We had heard of FableVision from a number of folks in our network due to their outstanding track record and reputation. Our friends at the MIT Education Arcade brokered a formal introduction. Gary Goldberger and I sat down to meet, discuss our first two games, and the work we had envisioned for the future. The partnership has been going strong ever since.

You’ve worked with FableVision to create a suite of award-winning financial literacy games including Bite Club, Con ‘Em if You Can, Farm Blitz, and Refund Rush. What has your experience been like working with FableVision?
Collaborating with FableVision has been a fantastic journey. Across all facets of the FableVision team—production, art, content, tech, design—folks dug deeply into our mission of financial security innovation. The success we have achieved together is a reflection of that approach.

 

The Con ‘Em if You Can game (avoiding financial fraud) is played through the eyes of an antagonist. How did you decide to have the end user play as a con artist?
The original design was developed with our partners at the MIT Education Arcade, Caitlin Feeley and Scot Osterweil. We had always wanted to leverage this approach as a pedagogical strategy, learning by being an actor who might exploit financially vulnerable consumers. Caitlin and Scot were able to package that “being the bad guy” idea in a palatable way for us.

Why and how do you think games improve financial opportunity and literacy?
With hundreds of millions of users, casual video games like Angry Birds and Candy Crush are hugely popular among a wide variety of demographics and offer an opportunity to engage financially vulnerable people. These games are easy to learn, addictive, available on demand, and allow for short periods of play. Thanks to widely used digital technologies like smartphones, video games can be made available at scale more cost-effectively than traditional financial-education workshop models.

How does Commonwealth measure the effectiveness of its games? What impact have you seen?
We measured how well the games work in prompting positive financial behaviors and action taking through two initial studies. First, we conducted a randomized comparison trial of the debt-management game Farm Blitz, a match-three puzzle game in which players need to match like vegetables in a row quickly so they can earn money to pay down debt, manage cash on hand, and invest in their future as they advance to higher levels. The Farm Blitz study measured the impact of gameplay—as compared to reading traditional financial-education materials—on gains in knowledge and uptake of a savings opportunity. Both groups achieved statistically significant gains from the baseline on measures of confidence and knowledge, but savings action-taking was slightly higher for the video game group. Thinking about magnifying impact, a video game is more appealing than reading a pamphlet, and thus video games are better able to attract a larger target population to engage with financial-education content.

In another study, we partnered with office-supply company Staples to customize and test a version of our Bite Club retirement-planning game. As owners of a vampire "day club," Bite Club players have to keep their customers happy by clicking and moving them around to give them what they want. Between rounds, players must pay down debt and save for retirement. During the test, the customized game connected to Staples' 401(k) and benefit platform and allowed players to take action in their accounts during play. During one test using a single direct-mail piece promoting the video game to newly eligible participants, Staples observed an 11 percent rate of positive action taking in those recipients' 401(k) accounts.

These studies provided early evidence that games really can foster learning and prime individuals to take active roles in their own financial planning, and have fun while doing it. The results in turn led Commonwealth to think about how we might further integrate fun financial tools into contexts in which they could create sustained behavior change and lead to improved longer-term financial outcomes.

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How have you seen the conversation around financial literacy evolve?
The approach to financial literacy is changing and user engagement is becoming more significant than ever to build financial capability. Traditional financial workshops, while informative, don't always meet the needs of users. Such workshops can lack excitement and are typically offered at times and in contexts removed from those in which people make financial decisions.

Widely-used digital technologies like smartphones are a game changer! Video game technology can be leveraged to address some of the shortcomings of traditional financial education by acting as appealing, low-stress entryways that motivate users to engage with educational experiences. The possibility to embed opportunities for playing the game (gameplay) on the computers and mobile devices that players already use to manage their financial lives and easily connect to platforms for taking action is very powerful. We encourage the financial industry, community partners, and policy makers to explore solutions that leverage games and gamification to increase engagement and improve financial security and opportunity.

So—what’s next for Commonwealth? Have anything cool in the works?
Motivated by the findings of our initial research and inspired by the success of gamified digital health and fitness tools like Fitbit and the Zombies, Run! app, we developed a “game” that would create a self-contained system for motivating and rewarding consumers for ongoing real-world savings actions.

SavingsQuest is a tool that uses challenges, badges (digital awards offered for completing certain actions, like saving $5 at a time), and messaging to motivate savings transfers connected to live financial products, such as between a checking and savings account. Unlike traditional savings activity, SavingsQuest offers a fun and dynamic interface that delivers instant gratification for every save with an animated dancing pig. These elements combine to encourage small and first-time savers to start saving—even if only a penny at a time—toward the goal of having $250 (or any other chosen amount of savings) set aside for an emergency.

Beyond emergency saving, we also sought to bring the principles of gamification to bear on the challenge of improving college financial readiness. With the support of the Treasury Department's Financial Empowerment Innovation Fund, we developed a gamified application called Ramp It Up to do just that. Ramp It Up is a game in which players tap their screen to enable their character to fly through the air and avoid obstacles while collecting as many coins as possible. Players use the coins to unlock new abilities and levels. Between rounds, the game requires players to navigate and interact with college- and career-readiness tools—creating a Free Application for Federal Student Aid account, for instance, or searching for scholarships—in order to advance and unlock certain features within the game. As they engage in these activities, students gain both financial knowledge and confidence in their ability to attend and pay for higher education. With so many resources competing for the attention of young people, tools like Ramp It Up can help break through the noise to spur meaningful action using a format familiar to and popular with students.

What was your favorite video game growing up?
It was absolutely Galaga! I remember spending lots of quarters and hours at the arcade on rainy days trying to get the spacecraft captured so I could double up my fire power, and then trying to get perfect scores on the “Challenging State.” The feedback in this game was excellent with the hit/miss ratio being something to try to improve. During the height of its popularity, it was a huge accomplishment to make the leaderboard and a worthy challenge to get the overall high score on a Galaga machine.

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I hear you play a lot of Pokémon Go. What's the best Pokémon you've caught or evolved?
I play lots of Pokémon Go with my 7-year-old son. With the release of the new gym design, we were able to battle and catch a 20133 CP Tyranitar, which was pretty cool. We have a good system worked out in the new design where he battles and I catch in the new gyms. This game has definitely had a long tail with us.


Nick Maynard is a Senior Vice President for Commonwealth. Since joining, Nick has led initiatives improving marketing to LMI families, piloting prize-based savings in the credit union industry, and offering US Savings Bonds at tax time.  Currently, he concentrates on scaling work around Prize-Linked Savings and gamification/games (“Financial Entertainment”). Prior to joining Commonwealth, Nick spent almost a decade providing customer, market, and operational strategy consulting to Fortune 1000 executives while at Deloitte Consulting and Braxton Associates. Nick holds both a Masters in Business Administration and a Masters in Public Policy from Harvard University. He also holds a Bachelors of Engineering and Operations Research from Princeton University.

 

 

 

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D2D Fund and FableVision Turn the Tables on Financial Fraud

Put on your disguise and channel your inner con artist in FableVision’s newly-developed financial literacy game Con ‘Em If You Can! FableVision worked with the Doorway to Dreams (D2D) Fund in association with the FINRA Investor Education Foundation to create this sleuthy game. 

In Con ’Em If You Can, the player assumes the role of a con artist learning key techniques – phantom riches, reciprocity, scarcity, social consensus, and source credibility – to scam the residents of peaceful Shady Acres. The intention is that by playing as the con artist, the user learns how not to fall for the schemes in the real world. Connor, a “friendly” con artist and host of Con Art School, guides the player in crafting the correct strategy to persuade the victim into forking over the money. The player sorts through their bag of tricks for the various schemes to take down targets. But beware; Agent Hunter is hot on the trail. 

Con ’Em If You Can adds to the list of fun and engaging financial literacy games that FableVision has collaborated on with D2D. In Bite Club, the first-ever vampire-themed financial literacy game, players learn how to save for eternal retirement by managing their own nightclub. In Farm Blitz, farmer Kyra helps players get out of a sticky situation and turn their inherited farm into a cash-making machine. And in Refund Rush, players take on the role of a financial planner, giving customers advice on how to best spend their tax refund check based on their financial profile. Players learn how to use their refund to invest in bonds and pay off debt rather than spend it on luxury items. D2D is known for their game arsenal that approaches financial literacy from a non-traditional point of view.  

Test your skill! Try your hand at reeling in the big one on the game’s FableVision-designed website here. You can also check out FINRA’s facts and figures about the importance of fraud awareness. Remember, knowing your enemy is the best way protect yourself.

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