A set of educational material units and their user’s manual devoted to achieving specific learning outcomes in sustainable financial literacy education. The educational materials will be targeted towards one of the areas of sustainable personal finance, such as sustainable consumption, sustainable investing, donating, shared expenditures or community project financing, depending on the research results of Lithuanian youth. The educational materials will be co-created by students in cooperation with experts who will act in this activity as mentors for the student groups. The creation and the finalization process of educational material will be guided by the experts from the fields of Finance, Sustainability and Education and this will ensure the quality of educational material units. Educational material types will include mobile applications, interactive maps, self-testing tools, games, experiment settings, etc.
An interactive, verbal-only debate game where participants individually or in teams receive imaginary financial dilemmas (spoken aloud by the facilitator). Participants must quickly choose between two options and explain their decision aloud. Others can challenge the choice, leading to a quick debate. The goal is not to “win” but to justify spending based on values like sustainability, long-term thinking, or emotional well-being.
Become the best investor by correctly ranking the world’s top companies according to their ESG (Environmental, Social, Governance) score. The first player to collect 10 cards wins the game!
This website has been developed to raise awareness and
promote actionable engagement in responsible, locally‑focused
consumption among university students. In light of the gap between
sustainability awareness and concrete action observed in individuals
aged 18 to 24, this platform—Ecoradar—was conceived.
In The Green Gamble, players defend everyday lifestyle choices in a short debate, arguing for what they believe (or pretend to believe) is the most sustainable and/or financially responsible path. But here’s the twist: everyone — even the audience — is at risk of gainingor losing points based on what they would have done in real life.