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Achievement Programs |
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JA
More Than Money ®
JA
More Than Money teaches students
about earning, spending, sharing, and
saving money, and businesses they can
start or jobs they can perform to earn
money. Six required, after-school, volunteer-led
activities.
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KEY
LEARNING OBJECTIVES |
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One: Money in the Bank
Students learn to manage a bank account.
They play the Community Game to reinforce
their money-management skills and
to better understand the role and
importance of money in their lives.
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identify the role of money in
everyday life.
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explain the benefits of a personal
banking account.
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practice making sound financial
choices.
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manage a personal bank account
by making deposits and withdrawals.
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Two: A Sense of Worth
Students
identify businesses they can start
or jobs they can perform to earn money.
Activities focus on developing a positive
work ethic. Students continue playing
the Community Game to further understand
the role of money in their lives.
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identify several characteristics
of a positive work ethic.
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distinguish between working for
someone and self-employment.
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identify ways to earn income through
jobs or a small business.
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practice personal money-management
skills through business and ethical
decision-making.
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Three: Balancing Act
Students
identify personal skills and interests
and connect them with possible business
opportunities. Working in groups,
students learn about market research
and play the final round of the Community
Game.
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match personal skills with jobs
and self-employment.
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understand market research.
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identify three to five ways to
share, save, and spend personal
income.
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Four: Building a Business
Students
explore their jobs skills and the
types of businesses in which they
are interested. They identify the
basic steps for starting and operating
a small business. Using this information,
students develop a business plan.
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define the basic steps in planning
and starting a business.
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calculate operating expenses and
income for a small business.
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develop a basic business plan
based on their job skills and
interests.
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Five: Get SMART
Students
continue to practice saving and spending
as business teams. The concept of
making SMART consumer decisions is
introduced through role-playing. Students
work as teams to play Round One of
the Business Game.
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practice using the SMART system
to make consumer decisions.
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identify the difference between
personal and business spending.
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manage money by making SMART business
and consumer decisions.
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apply the problem-solving steps
needed to own and operate a small
business.
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Six: What’s the Catch?
During
the final session, students learn
to recognize deceptive advertising
and the importance of ethical business
practices. Continuing to work as business
teams, students conclude the program
by playing Round Two of the Business
Game.
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recognize deceptive advertising.
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apply money-management skills
in a simulated business.
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record and track financial gains
and losses in a simulated business.
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promote business through advertising.
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practice making sound financial
choices and using cooperative
decision-making skills.
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apply the steps necessary to own
and operate a small business.
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CONCEPTS
Advertising,
Banking, Business, Business plan, Consumer, Deceptive,
Deposit, Earn, Employee, Entrepreneur, Estimate, Expense,
Good, Income, Interest, Job skill, Market research, Mentor,
Money, Money management, Profit, Role model, Save, Self-employed,
Service, Share, Spend, Start-up cost, Withdrawal, Work
ethic |
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SKILLS
Active listening, Analysis, Applying information, Basic
Math, Brainstorming, Chart data, Compare and contrast,
Completing forms, Computation, Critical thinking, Deductive
reasoning,
Decision-making, Drawing, Evaluating data, Following written
and verbal instructions, Group work, Matching and classifying,
Mind-mapping, Problem-solving, Recording deposits and
withdrawals, Role-playing, Self-assessment, Taking turns,
Teamwork, Vocabulary building |
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