Description
Chicago style with footers.
here is something to start and build on.
Introduction
1. Gamification of financial literacy will help kids make better financial choices.
A. Financial literacy
1. 78% of Financial advisors strongly agree financial literacy is a concern in the U.S.,”
2. “The U.S. is the largest economy in the world, and America ranks 14th in the percentage of adults considered financially literate (57%).
3. “Financial literacy is something that at least 47% of Americans don’t know that they don’t know.” 47% of U.S households have zero savings.
2. Overview
A. America’s growing Financial illiteracy problem.
1. “Financial illiteracy leads many individuals to fall victim to predatory subprime mortgage fraud and high-interest rates that may lead to bad credit defaults, debt’s or foreclosures.”
2. There are several measures taken by the government to address this problem by creating government-funded organizations such as financial literacy and education commission, which releases a National strategy for financial literacy each year to promote financial success in United States.
B. The Millennial debt
1. “Another 60% of millennials, defined in the study as people between the ages of 18 and 37, said they are unsure when or if they will pay off their loans.”
2. “Due to being born during an era of recession, millennials began their lives with higher levels of student loan debt and lower-income prospects than their predecessors.”
3. Define the Need
A. The importance of financial education
1. “Only 17 states require high school students to take a class in personal finance — a number that has not budged in the past four years.”
2. “The majority of U.S. states are failing our students by declining to offer these fundamental courses which are critical to their financial stability and security later in life,”
B. Digital items and loots.
concept of not equating real money vs virtual money.
C. Excessive Borrowing
1. PERSONALITY TRAITS AND HOUSEHOLD’S BORROWING BEHAVIOR
living on credit cards, payday lending.
4. User
i. Who is the consumer?
A. Generation Z an opportunity?
1. “Young adults, born approximately between 2000 and 2015, have an approximate purchasing power of $44 billion.”
2. ”Most Gen Z-ers are concerned about financial literacy, but at the same time, 84% rely on parents and family for financial information. It is challenging considering that many parents grew up with different financial information, less sophisticated options relating to savings, retirement, mortgage,
and loans, and often do not fully understand the options themselves.”
3. ”Money Freaks Gen Z Out, Creating Opportunity for Financial Marketers”
4. “Many young adults heading to college do not feel prepared to handle their impending financial challenges, and those unprepared students are more likely to experience financial stress,” observes EverFi in their report on Gen Z. “Many of today’s young adults are struggling more than older
generations with basic money management and overall financial skills.”
B. Kids from age 3 and up.
based on research 3 is the best age to start
ii. How do we make the connection?
Parents or a single parent.
genz is the one who is going to buy this for their child.
5. Methodology
A. Gamification
1. “Gamification is increasingly being used as a means of increasing student engagement, motivating and promoting learning and facilitating the development of sustainable life skills.”
2. “Research findings on the efficacy of gamification in instructional situations can be summarized as cautiously optimistic.”
B. Gamification of financial education for kids.
1. “almost half of Gen Z members surveyed in a recent report saying they prefer to learn through gameful approaches. Responding to those preferences can be key for colleges and universities, as members of Gen Z, who were born since 1997, which make up the new college-age crowd.”
C. Education at home.