The $100 Week™ · WealthWise Kids
Not a quiz, and nothing they could pass or fail. Each day gave them money and a real situation, and recorded what they chose. Here is what the week was actually asking.
Their result describes how they decided this week, not how clever they are and not how they will handle money as an adult. Five decisions is a snapshot. A child who thinks hard and chooses differently from their friend has not done worse.
It is also not a grade, and no child is ranked against another. The most useful thing on the screen is not the number — it is the list of what they actually chose.
Which day was hardest? The answer is almost never the one you expect.
Was there anything you wish you'd done differently? Regret is the whole lesson, and it costs nothing here.
What would you do if it were real money? This is where you find out whether the game reached them.
Children remember the conversation longer than the screen. Five minutes in the car does more than another round.
Nothing below needs an account, and nothing costs anything.
They can also play the week again. Choosing differently on purpose is a good second run, and it is often where a child works out what they actually think.
The week is deliberately short — five decisions is enough to show you how your child thinks, and not enough to tire them out. The natural next step is a longer run, because habits only really show up over time.
Free, like the week. Thirty days instead of five, a few minutes a day, played at home. Long enough to see what your child does after a good week and after a bad one — which a single sitting can never show you.
Leave an address and we will tell you when it opens. Nothing else is sent.
The week runs with a whole class for free. You get a group-level picture of how your students decide with money — never individual children ranked against one another — and there is nothing to grade.
How to run it with a class →
The full program brief, for schools and districts →
What the FLIQ Score™ measures →
No name, no email, and no personal details are collected from a child. What is recorded is the choices made in the game, and nothing that identifies who made them.