Banking Card Game

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Banking Card Game

Banking Card Game

OTP Fáy András Foundation
Financial Literacy
A card game for practicing the basics of financial literacy.

Banking is a card game for children aged 6 and older. The Banking Card Game efficiently prepares children and adolescents for safe and responsible financial self-management and supports the understanding of financial concepts that are experienced in everyday life. The game introduces the basic concepts of finance: income, savings, selling, buying, bargain, money, loan and insurance.

One game takes about 30 minutes and is suitable for 2 to 4 players.

Age groups 
Middle school
One time purchase
Non-digital product
Offline play 
Internet required
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Banking helps students to practice the basics of economics in an active and constructive way.
Students get familiarized with the basic concepts as they play along. They don't need to have previous knowledge or understanding about the subject.
After a few rounds in the game, students know the rules and can organize more complicated strategies, which makes the experience more creative. The rules contain a few modifications that can make the game more complicated.
There needs to be multiple players for this game.

The following are the high educational quality aspects in this product.

Banking is a fun and simple way to familiarize students with the basics of financial education. It covers most of the basic concepts in a child-friendly way.
The game's rules can be adjusted to the players' skill level so that the game can be complex or easy. It’s up to you!
The cards don’t include any written text so students can play the game in their own language. However, the instructions are in English and Hungarian.
The game rules encourage players to interact and negotiate with each other. The game is fast-paced so you don't have to wait too long for your next turn.
The game cards are visually clear with high quality.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Practicing the meaning of spending and saving money
Learning the meaning of credit and debt.
Practicing what insurance means.
Getting familiar with the basic financial concepts like money, income and outcome.

Soft skills learning goals

Practicing creative thinking
Practicing strategic thinking
Developing problem solving skills
Encouraging the growth of positive self-image
Learning to face failures and disappointments
Learning to build information on top of previously learned
Practicing to notice causal connections
Learning decision-making, influencing and accountability
Learning to understand the meaning of rules, contracts and trust
Practicing to work with others
Learning consumer knowledge and smart economics
Connecting subjects learned at school to skills needed at working life

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation