The Shopping School project, created by a Hungarian school teacher, aims to develop financial literacy, digital skills, and entrepreneurial thinking. Designed for students in years 3–8, it offers activities adaptable to different developmental stages and learning contexts. The project uses game- and project-based learning to immerse students in real-world scenarios related to shopping, digital security, and responsible financial behaviour. Students participate in a narrative-driven “Learning pathway,” taking on the role of aspiring “hackers” aiming to join a school’s elite team. This gamified approach helps students acquire knowledge about digital commerce and security while developing creativity, critical thinking, and collaboration skills. The project is accessible to all schools via an online platform, supporting wide participation and collaboration and providing resources for teachers.
Key Activities and Student Experience
Students engage in a 5-day journey (Learning pathway) simulating challenges in digital shopping and financial security. The experience starts with an introductory scenario, followed by missions where students gather information, solve quizzes, and create digital products such as posters, memes, and videos. Each day presents a new challenge, covering topics like cybersecurity, the role of hackers, firewalls, virus protection, and safe online financial practices. The project culminates in a final test, accessible after collecting “password” letters during the missions, which assesses students’ ability to apply knowledge in practical situations. Digital tools, including micro:bit programming, online quizzes, and creative media platforms, ensure students actively produce and share content. The project encourages reflection, self-assessment, and constructive feedback, with student work showcased online.
Program Features and Pedagogical Principles
Shopping School is grounded in active, student-centred experiential learning, gamification, and digital technology integration. It incorporates cross-curricular content from Informatics, Maths, Ethics, Visual Culture, and Technology, developing digital literacy and encouraging critical evaluation of online information and responsible technology use. The Learning pathway consists of missions that combine information gathering, problem-solving, and creative production. Gamification is central, using challenges, quizzes, and a points system to sustain motivation. Teachers receive support through instructional videos, guides, and a collaborative platform for sharing best practices and student work. An external partner – an IT and business professional - enriches the experience with real-world insights and opportunities for career orientation. Assessment is formative and ongoing, offering frequent feedback, self-reflection, and peer evaluation.
Methodology and Structure The project unfolds over a minimum of ten hours in 5 days, adaptable to different classroom settings and age groups (years 3–8). It begins with a motivational phase, introducing students to the project’s narrative and objectives. This is followed by a series of thematic missions, each comprising three core elements: targeted information gathering, a knowledge quiz, and a creative production task. Activities are designed for individual, pair, or small group work, encouraging teamwork and peer learning. Digital platforms such as LearningApps, ActionBound, and various media creation tools are integral to the process, supporting both formative assessment and skill development. The Learning pathway is accessible through QR codes, ensuring seamless integration of online and offline activities. The project culminates in a final assessment, where students demonstrate their understanding by solving practical problems and reflect on their learning journey.