English
<< Background >>Across the EU, youth from low-income or migrant families slip into debt earlier, score lower on international financial-literacy tests and say that school does not equip them to cope with everyday money decisions. In Germany only half of 15-year-olds reach the basic OECD benchmark for financial literacy; in Bulgaria 38 % of youth call such skills “crucial”, yet a third judge the information they receive as inadequate; in Ireland one in eight debt-counselling clients is under 25 and 114 000 children already grow up in poverty .Existing textbooks and “money games” do not speak the language or match the realities of those NEETs, rural learners and second-generation migrants. Existing programs are available at elite schools, ignore cultural barriers and rarely foster the daily habits that research links to employability. The EC has placed “financial and economic literacy” high on its agenda (EntreComp 3.2), calling for inclusive tools that can be reused across borders .FINEYOU is creating open, hands-on tools for empathetic and practically useful financial education in alignment with EU priorities on inclusion, employability and entrepreneurship for youth. << Objectives >>Knowing that the current system leaves the most vulnerable youth to “learn finance the hard way”, partners brought together inclusion, curriculum-design and gamification experience to create engaging board-game plus AI chatbot that turn budgeting, saving and smart spending into hands-on, culturally sensitive play for empathetic and practically useful financial education aiming to :1) Equip marginalised 16- to 25-year-olds with life-ready financial skills, boosting their autonomy and readiness for work or entrepreneurship, 2) Provide teachers and youth workers with an open, habit-forming learning tool, filling the methodological void identified in all three countries, and 3) Tackle an EU-wide equity issue through transnational piloting, ensuring that successful practices can travel and be scaled. << Implementation >>We delivered all planned activities across four work-packages:1. Project Management (WP1)- Held a kick-off in Germany to align on KPIs, deliverables and risk register- Ran monthly coordination calls- Maintained a shared online workspace (Google Drive) for document versioning and decision-tracking2. Research & Framework Design (WP2):- Conducted a mixed-methods study: 135 survey respondents and 4 focus groups (20 participants total)- Analyzed findings to develop the Financial-Literacy Learning Framework and accompanying Inclusion Strategy3. Design & Prototyping (WP3):- Co-created the “FINEYOU” board game in iterative sprint loops- Launched the project website- Integrated the AI chatbot “Finny” - Drafted a facilitator’s guide for workshops (15-20 participants) and a concise pocket textbook on key financial concepts- Delivered a 2-day LTTA in Sofia to train staff, pilot the game and refine educator materials4. Dissemination & Engagement (WP4):- Maintained the project website and published six e-newsletters- Managed active social-media channels (Instagram, Facebook, TikTok) with videos, tips and pilot highlights- Organized multiplier events engaging over 70 educators and youth workers across all partner countries<< Results >>1. Concrete outputs delivered- Research Report - mixed-methods synthesis of 135 survey responses and 4 focus groups- FINEYOU board game- printable A3 board, five card decks, rulebook and print guide, all tested in two sprint loops- Pocket Textbook “The Path to Financial Freedom” - 17-page plain-language mini-manual covering 10 core concepts, aligned with the game- Facilitator’s Guide: Methodology for 15–20-participant workshops, with 5–6-player game sessions and chatbot reflections- AI Chatbot “Finny”: Cloud-hosted assistant via QR codes on board/cards, offering rule support and finance tips on desktop and mobile- Project Website hosting all materials (game files, report, textbook, guide, chatbot)- 5 E-Newsletters - featuring updates, finance tips and pilot stories2. Other key results- Piloting & Capacity - 70+ students tested the game/chatbot; 2-day LTTA in Sofia trained eight educators- Multiplier Events - workshops with 70+ additional educators and youth workers- Community Reach - active Instagram, Facebook and TikTok channels with videos, tips and success snapshots- Sustainability - open-license materials and shared analytics dashboard set the stage for follow-on KA220 proposals and wider replication.
