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After-school financial literacy program · Grades K-6:A term of money practice, one afternoon a week

Children meet once a week at their school or after-school site, all term. Each week they play a money game, talk about what they learned and run their own budget. By the end of term they have practiced counting change, budgeting, saving, borrowing and staying safe from scams.

Who it is for

  • Children in grades K-6. Activities are pitched to each grade band, so younger and older children work at the right level.
  • Schools and after-school sites with at least 10 children taking part.
  • No finance background is needed for the adults in the room.

Length and cadence

  • One session a week, on the same weekday and at the same length all term.
  • Choose a session length of 60, 120 or 180 minutes.
  • A term runs for 12 to 15 weekly sessions, depending on the school calendar.
  • Short knowledge check-ins at the start, middle and end of term.
  • The term ends with a showcase, run like a science fair, and certificates.

What a session looks like

Every session has the same core, whatever its length. Sites choose 60, 120 or 180 minutes, and longer sessions add more time in the room.

  1. Step 1

    Arrival and sign-in

    Children settle in, log in and pick up where they left off.

  2. Step 2

    Play

    Children play the week's money game on our technology partner's platform, with staff circulating to help.

  3. Step 3

    Huddle

    The group talks through one question about what they just did and why it matters.

  4. Step 4

    Dismissal

    Tidy up and hand over to families or site staff.

By session length

60 minutes
The core only: sign-in, the week's game and a huddle. Snack is served before the session starts.
120 minutes
Adds a snack on arrival, a hands-on workshop or a second game, a longer huddle, and time on each child's own budget.
180 minutes
Adds a snack, a warm-up, a movement game, a longer hands-on workshop, a quiet reset and time on each child's own budget.

How a term unfolds

Every term follows the same arc, whatever its length.

  1. Step 1

    First session

    Welcome, sign-in and a short starting check, so we know where each child begins.

  2. Step 2

    The six modules

    One module at a time, in order, from counting and change to claims and evidence. Longer terms give some modules a second session.

  3. Step 3

    Middle of term

    A short check-in, and a catch-up session for anyone who missed a week.

  4. Step 4

    Revisit

    A session on the module each child found hardest.

  5. Step 5

    End of term

    A short end-of-term check, then the showcase: children present what they learned on display boards and receive certificates.

The six modules

Each module takes one money idea and works on it in the room: a group conversation, hands-on activities in longer sessions, and each child's own budget. Children in grades K-2 take the first three modules, with more time on each; the last three are for grades 3-6.

  1. Module 1 · Grades K-6

    Counting and change

    Money comes in and goes out, and someone has to keep track of it. This module is about a bank teller's job: counting deposits, paying out withdrawals, keeping a running balance and checking ID before money changes hands.

    In the room

    The group talks through one question: when should a teller say no, and who does that protect? Longer sessions add teller-window role-play with play money, and in the longest sessions teams build a table-top bank.

    The idea to take home: Count carefully, keep the balance, and say no when the numbers say no.

  2. Module 2 · Grades K-6

    Spending and budgeting

    Every amount of money has a limit, so choices have to fit. Over two sessions children compare value rather than sticker price, then fit a family's needs and wants into a budget, paying for needs first and leaving something to save.

    In the room

    Huddles ask which was the better deal, the bigger box or the smaller one, and what got paid for first. Longer sessions add a pretend shop, with teams pricing their own goods and taking turns to shop on a budget.

    The idea to take home: Add it up, compare what you get for the money, and pay for what you need before what you want.

  3. Module 3 · Grades K-6

    Saving

    Saving means choosing later over now, and knowing how far away a goal is. Children pick a goal, work out the gap between what they have and what they need, and learn the words adults use for saving.

    In the room

    Each child keeps a goal chart, and the group talks about what they are saving for and how far away it is. Longer sessions add pretend paydays that close the gap, and teams make a word wheel of their own money puzzles.

    The idea to take home: Pick a goal, work out the gap, and know the words adults use for saving.

  4. Module 4 · Grades 3-6 only

    Credit and borrowing

    Borrowing has a cost, and the cost is the extra you pay back, not the total. Children learn why lenders trust people who pay on time and borrow only what they can repay.

    In the room

    The huddle starts from a simple case: borrow $10, pay back $12, so what did borrowing cost? Longer sessions add a borrow-or-save market, where half the group lend and half decide whether to borrow now or save, and then they swap.

    The idea to take home: Borrowing costs something; find out how much before you say yes.

  5. Module 5 · Grades 3-6 only

    Fraud and safety

    Some people try to steal money by tricking machines and people. Children learn to check a cash machine and the people around it before using it, and to keep a PIN and a login private.

    In the room

    The group talks about what would make them walk away from a cash machine, and each child writes their own rule about never sharing a PIN or login. Longer sessions add pairs inspecting a cardboard mock-up with planted problems.

    The idea to take home: Look before you use it, keep your PIN private, and if something looks wrong, stop and tell an adult or the bank.

  6. Module 6 · Grades 3-6 only

    Claims and evidence

    A message can say anything, so check it. Children write down what a message claims, do the maths that tests it and ask who made it and what they want.

    In the room

    The huddle asks how you can tell a message is telling the truth. Longer sessions add a fact-check lab, where each pair writes a made-up advert for another pair to test, and an evidence wall for the group's case.

    The idea to take home: Write down what it claims, do the maths that tests it, and ask who made it and what they want.

What happens on screen

Part of each session is a money game played in a web browser. The platform is built and run by Fundoria LLC, a separate company; Career Lab Live writes the curriculum and runs everything that happens in the room.

The industry: finance

The after-school program is set in one industry, Finance (Banking & Credit), and every module draws on it. The other industry tracks belong to our in-school field trip and are not part of this program.

Head job: Banking Basics

Students take on the role of a bank teller, learning to verify customer IDs, process deposits and withdrawals accurately, handle cash transactions, and print receipts. This hands-on experience teaches financial responsibility, attention to detail, and customer service skills in a banking environment.

Skills children practice
  • Math: Calculate deposits and withdrawals accurately
  • Communication: Professional customer interactions
  • Critical Thinking: Identify potential fraud or errors
Mini-games
  • Fraud Finder

    Identify fraudulent transactions and suspicious activity

  • Decimal Detective

    Master decimal calculations in financial transactions

  • Cash Handling Relay

    Race to count and distribute cash accurately

  • Receipt Match Challenge

    Match transactions to correct receipts

Head job: Leasing Assistant

Students work as leasing assistants, learning to match families with appropriate housing based on budget, family size, and location needs. They practice reading lease agreements, explaining key clauses, and helping clients make informed housing decisions.

Skills children practice
  • Math: Calculate monthly costs including rent, utilities, and deposits
  • Reading: Interpret lease agreements and contracts
  • Communication: Explain complex terms in simple language
Mini-games
  • Budget Builder

    Create household budgets within income constraints

  • Needs vs. Wants Sorting

    Distinguish between housing needs and wants

  • Housing Match Cards

    Match families to appropriate housing options

Head job: Claims Assistant

Students work as insurance claims assistants, learning to gather necessary documentation, explain policy coverage, calculate deductibles, and guide customers through the claims process. They develop skills in organization, communication, and understanding insurance terminology.

Skills children practice
  • Math: Calculate deductibles and coverage amounts
  • Communication: Explain complex insurance terms clearly
  • Organization: Manage documentation and follow procedures
Mini-games
  • Risk or No Risk?

    Evaluate scenarios to determine risk level

  • Deductible Calculator

    Calculate deductibles and out-of-pocket costs

  • Policy Match-Up

    Match incidents to appropriate coverage types

Head job: Project Coordinator

Students take on the role of a project coordinator, learning to plan construction projects by estimating material needs, creating realistic timelines, and identifying potential safety risks. This activity develops organizational, planning, and problem-solving skills.

Skills children practice
  • Math: Calculate material quantities and costs
  • Planning: Develop project schedules and timelines
  • Critical Thinking: Identify and mitigate safety risks
Mini-games
  • Tool ID & Safety Quiz

    Identify tools and understand safety protocols

  • Material Estimator

    Calculate materials needed for projects

  • Build Sequence Sorting

    Arrange construction steps in correct order

Head job: Customer Service Associate

Students act as customer service associates, practicing conflict resolution, applying store policies accurately, and assisting customers with their needs. They learn effective communication, problem-solving, and how to manage customer satisfaction while staying within company guidelines.

Skills children practice
  • Communication: Active listening and clear explanation
  • Problem Solving: Resolve customer issues efficiently
  • Critical Thinking: Apply policies fairly and consistently
Mini-games
  • Price Comparison Cards

    Compare prices to find the best deals

  • Scan & Total

    Scan items and calculate accurate totals

  • Return or Replace?

    Decide appropriate action for customer returns

Head job: Fulfillment Associate

Students simulate the role of a fulfillment associate, accurately picking items from warehouse shelves, packing them for shipment, and applying correct labels. This activity emphasizes speed, accuracy, and attention to detail in a logistics environment.

Skills children practice
  • Organization: Manage inventory and order fulfillment
  • Attention to Detail: Ensure correct items and labels
  • Time Management: Meet shipping deadlines
Mini-games
  • Pack It Right

    Pack items securely for safe shipping

  • Weight & Shipping Cost Match

    Calculate shipping costs based on weight

  • Route the Delivery

    Plan efficient delivery routes

Head job: Pharmacy Technician

Students simulate pharmacy technicians, learning to accurately read medication labels, verify dosages against prescriptions, and understand the importance of safe refill dates. This activity emphasizes attention to detail and understanding pharmaceutical information.

Skills children practice
  • Reading: Interpret medical labels and instructions
  • Math: Calculate dosages and quantities
  • Attention to Detail: Ensure accuracy in medication details
Mini-games
  • Dose Check

    Verify medication dosages are correct

  • Label Decoder

    Interpret medication labels accurately

  • Medicine Math

    Calculate medication quantities by 5s and 10s

Head job: QA Tester

Students act as QA testers, learning to systematically test software applications, reproduce reported issues, write clear and concise bug reports, and retest fixes to ensure quality. This develops analytical and communication skills in a software development context.

Skills children practice
  • Critical Thinking: Identify and document software defects
  • Communication: Write clear and detailed bug reports
  • Problem Solving: Verify software fixes
Mini-games
  • Bug Hunt

    Find and document software bugs

  • Steps to Reproduce

    Document clear steps to reproduce bugs

  • Severity Sorting

    Classify bugs by severity level

High school pathway. Career Lab Live's programs for grades 7-12 are in development, so this track is not yet available to book.

Head job: Junior Developer

Students take on the role of junior developers, implementing small software features, using version control (Git) to commit code, and writing basic unit tests. This provides practical experience in software development workflows.

Skills children practice
  • Computer Science: Implement basic programming features
  • Version Control: Use Git for code management
  • Software Testing: Write basic unit tests
Mini-games
  • Logic Puzzles

    Solve logic problems to prep for coding

  • Sequence Building

    Arrange code sequences in correct order

  • Bug Fix Mini-Lab

    Practice debugging code with guided fixes

Head job: Budget Analyst Assistant

Students act as budget analysts, learning to balance competing priorities, evaluate bids from service providers, and present well-reasoned funding recommendations. This develops analytical and persuasive communication skills in a public service context.

Skills children practice
  • Math: Analyze budgets and compare costs
  • Critical Thinking: Evaluate proposals and priorities
  • Communication: Present data-backed recommendations
Mini-games
  • Bid Comparison

    Compare vendor bids for best value

  • Community Needs Sorting

    Prioritize community needs by importance

  • Budget Balancer

    Balance city budgets with competing priorities

Head job: Energy Analyst Assistant

Students work as energy analysts, studying usage patterns to identify areas for cost savings and efficiency improvements. They learn to analyze data and propose practical solutions for reducing energy consumption and environmental impact.

Skills children practice
  • Data Analysis: Interpret energy usage data
  • Problem Solving: Identify cost-saving opportunities
  • Environmental Science: Understand energy conservation
Mini-games
  • High vs. Low Usage Cards

    Sort appliances by energy consumption

  • Energy Saver Match

    Match energy-saving tips to situations

  • Peak Power Planner

    Plan to reduce peak energy usage

Head job: Cafeteria Menu Planner

Students design cafeteria menus, focusing on nutritional balance, cost-effectiveness, and incorporating seasonal ingredients. They learn about dietary guidelines, food sourcing, and menu planning principles.

Skills children practice
  • Nutrition: Understand balanced meal components
  • Math: Budgeting and cost analysis for food items
  • Planning: Develop cohesive menus
Mini-games
  • Food Group Sort

    Categorize foods into proper food groups

  • Price Match

    Compare food prices for budget planning

  • Week-at-a-Glance Builder

    Plan a week of balanced menus

Head job: Front Desk Agent

Students assume the role of a front desk agent, practicing calculating guest charges, applying hotel policies, and resolving service issues. This develops customer service, problem-solving, and financial calculation skills.

Skills children practice
  • Math: Calculate charges, taxes, and discounts
  • Customer Service: Handle guest interactions professionally
  • Problem Solving: Resolve service issues effectively
Mini-games
  • Folio Fixer

    Correct errors in guest folios

  • Reservation Role-Play

    Practice handling reservation calls

  • Customer Scenario Cards

    Respond to various customer situations

Head job: Instructional Aide

Students act as instructional aides, assisting teachers by supporting small groups, providing targeted help, and collecting quick assessments of student progress. This develops teaching support, observation, and data collection skills.

Skills children practice
  • Pedagogy: Support student learning effectively
  • Observation: Assess student understanding
  • Data Collection: Gather evidence of progress
Mini-games
  • Evidence Collector

    Gather evidence of student learning

  • Lesson Match-Up

    Match lessons to learning objectives

  • Feedback Finder

    Identify effective feedback for students

Head job: Production Line Quality Assistant

Students act as quality control assistants on a production line, using measurement tools to check parts against specifications, logging any defects found, and communicating issues for correction. This develops precision, attention to detail, and reporting skills.

Skills children practice
  • Math: Measurement and tolerance checks
  • Attention to Detail: Identify defects accurately
  • Communication: Report findings clearly
Mini-games
  • Measure & Mark

    Measure parts and mark specifications

  • Defect Sort

    Categorize defects by type and severity

  • Corrective Action Relay

    Plan and communicate corrective actions

Head job: Help Desk Associate

Students act as help desk associates, learning to categorize and prioritize IT support tickets, guide users through basic troubleshooting steps, and explain fundamental account security practices.

Skills children practice
  • IT Support: Triage and troubleshoot technical issues
  • Communication: Guide users clearly
  • Cybersecurity: Explain basic security practices
Mini-games
  • Password Strength Check

    Evaluate password security levels

  • Issue Classifier

    Categorize IT issues by type

  • Fix-It Flowchart

    Follow troubleshooting flowcharts

Head job: Emergency Communications Assistant

Students simulate emergency dispatchers, learning to classify incoming calls based on urgency, dispatch appropriate responders (police, fire, ambulance), and write concise incident summaries. This develops critical decision-making and communication skills under pressure.

Skills children practice
  • Decision Making: Prioritize and dispatch resources
  • Communication: Speak clearly and concisely under stress
  • Information Management: Document incidents accurately
Mini-games
  • Scenario Sorting

    Sort emergency scenarios by category

  • Call Priority Ranking

    Rank emergency calls by urgency

  • Response Match

    Match appropriate responders to emergencies

What a site provides

  • A room with tables for every child, power within reach and a wall for posters
  • One laptop or Chromebook per child, running Chrome or Edge, plus a couple of spares
  • Wi-Fi tested before the first week with every device loading at once
  • The site's usual snack and water
  • For 120-minute and 180-minute sessions, a space for movement games: a gym, multipurpose room or safe outdoor area
  • Its own first-aid kit and emergency procedures

Every group runs at a ratio of at least one adult per 15 children, with a second adult from the 16th child.

Price

Priced per child, per term, by session length.

After-school program price per child, per term
Session length (once a week)Per child, per term
60 minutes$250
120 minutes$300
180 minutes$350

Minimum 10 children per site. That is the smallest group a site can book, not the size at which a discount starts.

This is the standard rate, per child: at the standard rate, a group of 20 children costs 20 times the per-child price.

Larger groups can be discounted. Any discount is quoted for your group, case by case, and is not applied automatically. Ask for a group quote through the contact form or email team@careerlablive.org.

If cost is a barrier for your families, ask us about sponsor funding. Already running a program with us? Email support@careerlablive.org.

It all ends with a showcase

Every after-school term and summer camp ends with a showcase, run like a science fair. Children set out what they learned on display boards and present it to the people who come to see it. The entries with the most votes win prizes and rewards.

Local community members and vendors sponsor the showcase and provide the food.

Sponsor a showcase or provide the food, or email partnerships@careerlablive.org.

Questions about the after-school program

How much does an after-school term cost?

A Career Lab Live after-school term costs $250 per child for weekly 60-minute sessions, $300 per child for weekly 120-minute sessions, and $350 per child for weekly 180-minute sessions, which is the standard rate; larger groups can be discounted, and any discount is quoted for that group rather than applied automatically.

What is the minimum group size for the after-school program?

The after-school program needs at least 10 children per site, which is the smallest group a site can book and not the point at which a discount starts, and at the standard per-child rate a group of 20 children costs 20 times the per-child price.

How long is an after-school term?

An after-school term runs for 12 to 15 weekly sessions, depending on the school calendar, with one session a week on the same weekday and at the same length all term.

What does an after-school session look like?

Every Career Lab Live after-school session has the same core (arrival and sign-in, play, huddle, and dismissal), and sites choose 60, 120 or 180 minutes; a 120-minute session adds a snack on arrival, a hands-on workshop or a second game, a longer huddle, and time on each child's own budget, and a 180-minute session adds a snack, a warm-up, a movement game, a longer hands-on workshop, a quiet reset and time on each child's own budget. The money game runs on a platform built and run by Fundoria LLC (https://www.fundoria.us).

What does the after-school program cover?

The Career Lab Live after-school program covers six modules in order, counting and change, spending and budgeting, saving, credit and borrowing, fraud and safety, and claims and evidence, all set in the world of banking and finance.

Do younger children take every after-school module?

Children in grades K-2 take the counting and change, spending and budgeting, and saving modules, and the credit and borrowing, fraud and safety, and claims and evidence modules are for grades 3-6.

Help more children take part

Career Lab Live Corporation is a 501(c)(3) nonprofit organization (EIN 39-3910687). Gifts help schools that could not otherwise afford a program. Contributions are tax-deductible as allowed by law.