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Rozvoj finančnej a čitateľskej gramotnosti v európskom kontexte u sociálne ohrozených skupín obyvateľstva

2024-1-SK01-KA210-SCH-0002477372024Small-scale partnerships in school educationfinalizedGood practice
Countries: SK|HU · Grant: €60,000
Inclusion of marginalised young peopleNew learning and teaching methods and approachesInitial and continuous training for teachers, trainers and other education staff

Objectives

The project aimed to implement innovative educational elements and phenomenon-based learning through play and the "WOW effect" in Slovak and Hungarian schools. A key focus was on schools where at least 30% of students come from socially disadvantaged backgrounds, including Roma communities, foster homes, and community centers. The initiative responded to the low financial literacy and poor labor market readiness observed within this target group. Project objectives focused on designing and conducting experiential workshops and developing an educational game centered on financial skills and critical thinking. We also aimed to boost students' motivation and raise awareness of 21st-century educational trends. Beyond student workshops, the project sought to enhance the competencies of teachers and staff in using innovative methods. Another core goal was strengthening transnational cooperation in school education by sharing expertise between EU partners and schools. All project goals were successfully met, with several activities even exceeding their original targets, ensuring a significant impact on the educational landscape in both countries.

Background

Findings from Mladý podnikavec and OECD PISA surveys identify poor financial behavior and a decline in responsibility, especially among Roma and socially vulnerable youth. This high-risk group finds traditional education insufficient for modern life. Since experiential learning is a key 21st-century trend, our project combines PLAY with a "WOW effect." We partnered with Impact Games, specialists in game design, and Enabler Ltd., experts in gamification for vulnerable groups. This created a synergy connecting gaming, education, and inclusion through the "head, hand, and heart" (Bloom’s taxonomy). We sought to ensure that elements of innovative education and phenomenon-based learning were implemented in schools across Slovakia and Hungary. Our goal was to reach various social groups and ensure the sustainability of financial and reading literacy teaching. By integrating these modern methods, we provide students with the practical skills needed for their future social and working lives, while bridging the gap between traditional curricula and the needs of at-risk youth in a rapidly changing world.

Project partners (3)