Make Money Make Sense

About MoneyIsland

Make Money Make Sense

When kids play MoneyIsland, they enter a virtual world that not only makes learning fun, but also tracks and encourages their progress. As they go on quests to fantastic destinations like the Eiffel Tower and Atlantis, they learn real-life principles of financial responsibility.

The journey doesn't end when they complete MoneyIsland and earn their real-life rewards. This website includes additional games, videos, contests, and more that continue both the fun and the learning. After all, a true guru's education is never complete.

MoneyIsland

The Need for Knowledge

Currently, 45% of high school seniors say they are not ready to manage their money.1 Even among adults, financial literacy is at an all-time low in the United States. Our standard curriculum, for tweens ages 8 to 14, is designed to change that.

MoneyIsland provides invaluable life lessons that better prepare future generations. Aligned with national standards published by the Jump$tart Coalition® for Personal Financial Literacy, the MoneyIsland curriculum builds skills in three basic areas: Saving & Spending, Earning & Investing, and Using Credit Wisely.

Children who play MoneyIsland might not realize today how critical the lessons they're learning are, but they will as adults.

The Need for Knowledge

Adult Interaction

MoneyIsland is designed to give adults many ways to participate in the children's learning. The Parents & Teachers section of this website provides detailed lesson plans and sample activities to engage children at home or in the classroom. Updated articles and resources give adults opportunities to keep the dialogue fresh even after their children finish the MoneyIsland game.

Additionally, adults have access to an administrator tool within MoneyIsland that the young players don't see. The adults see exactly what the students learn, and can interact with the same content. It allows parents and teachers to track their kid's progress. Doing so can help identify areas they might struggle with, so extra attention can be given outside of game play.

Adult Interaction

1 Capital One Survey, 2010.