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Year of people with Disabilities


Objective : Euro notes - memorisation
Type of visual impairment : partially sighted only
For : individuals/groups of three-nine
Age : children

"The puzzle"

Objective : to memorise the colours and designs of the Euro notes

Equipment : colour photocopies of euro notes, cut into several pieces

Number of participants : individual activity

How to play :

  • Reconstruct a note beginning with a model.
  • Then reconstruct the note from memory.

Variations :

  • Depending on the age of the children (and their perception or otherwise of colours), mix pieces from several notes.

  • Replace the reconstructed note in colour on its template in black and white.

  • Associate the colour with the denominations.

Note : Although increasing the size of the notes enables better perception of details, we do not advise it in this context, so that the child can also memorise sensorially and visually the actual dimensions of the notes.

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Objective : how to identify Euro notes ?
Identification Features and Methods



Features of the notes

There are 7 Euro banknotes. They are : the 5 Euro, 10 Euro, 20 Euro, 50 Euro, 100 Euro, 200 Euro and 500 Euro. Each side of each banknote has a European design, common throughout all member countries.

On each note, the denomination is boldly printed at the top right. The large numerals use intaglio printing, which can be perceived by touch.

The smaller denomination notes increase in width and height according to their value.

5 Euro - The dominant colour of the 5 Euro is grey. It is the smallest note, measuring 12 cm x 6.2 cm

10 Euro - The dominant colour of the 10 Euro note is red. It is a little bigger than the 5 Euro, measuring 12.7cm x 6.7cm

20 Euro - The dominant colour of the 20 Euro note is blue. The note measures 13.3 cm x 7.2 cm

The foil feature on the low value notes (5, 10, 20 Euro) differs in shape and position from the foil feature on the high value notes (50, 100, 200, 500).

50 Euro - The dominant colour of the 50 Euro note is orange. It measures 14 cm x 7.7 cm - just half a centimetre smaller than the three large denomination notes.


The large denomination notes all measure 8.2 cm in height.

100 Euro - is mainly an olive green colour. It is 14.7 cm long and has no tactile lines on it.

200 Euro - The dominant colour of the 200 Euro note is yellow-brown. It is 15.3 cm long. It can be distinguished by a band of vertical lines along its bottom edge, made to be perceptible by touch. The band runs from the centre of the note to the right hand corner, but is interrupted part way along, so as not to interfere with the doorway motif.

500 Euro - The 500 Euro note is mainly purple - a suitably grand colour for this, the largest note. It is 16 cm long. It can be distinguished by a band of short, diagonal lines running down the right hand edge, made to be perceptible by touch. The band is interrupted partway down, for a distance of about 3 cm.


Identification methods for notes

As was the case with the coins, respondents transferred the handling techniques they used for national note denominations to the handling of euro notes, using these handling techniques to a greater extent for the euro notes.

By age : the highest incidence of a networking of different discrimination methods occurs, once again, in the middle age band.

By visual impairment : amongst the 6 most widely used euro note differentiation methods, 2 are touch and/or sight related, 2 are touch related and 2 sight related.

Comparing lengths : 81 % (blind) / 47 % (partially sighted)
Comparing widths : 54 % / 22 %
Feeling length : 48 % / 20 %
Feeling width : 32 % / 14 %
Seeing numerals : 23 % / 78 %
Seeing colours : 20 % / 53 %

Blind respondents would, obviously, make more use of touch related methods (feeling length and width), though would not totally neglect sight related methods, for those blind respondents with any level of residual vision. On the other hand, partially sighted respondents would rely on their sight, although not exclusively.

And indeed, if "only" 78 % of partially sighted respondents were able to read the numerals, it means that they also have to rely on, and thus be taught, "blind" methods in order to identify euro notes.

It seems to us that the rate of partially sighted people identifying the euro notes by their colours (53 %) is quite low. We cannot, however, assess whether this is due to respondents not being able to distinguish colours or whether they still need to be reminded of the right "colour/value" associations in order to assign the right value to the euro note .

To summarise :

  • Dimensions : Dimensions remain a favourite identification method. The higher the value of the notes, the longer the note; their length increases each time by 6 to 7 mm. The same applies to the width of the notes, which increases by 5 mm each time from the 5 euro up to the 100 euro notes.

    A great many people identify the notes by folding them between their index and middle fingers, thus using their fingers as a gauge.

  • Denominations : The denomination of the note is shown on it in large, contrasting figures. It is in intaglio printing, which may be perceptible to touch.

  • Colours : Each note has a predominant colour, which is clearly different for each denomination.

  • The metallic strip : Its position and shape differs for the 5 and 20 euro notes and for the 50 to 500 euros (perceptible to touch ?)

  • The tactile area : it is perceptible along the length of the 200 euro note, and on the width of the 500 euro note.

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Objective : to arrange Euro notes in the most effective way in order to identify them rapidly when needed
Suggestions

Sorting one's Notes - Suggestions



Wallet with three compartments

  1. 5 euro - 50 euro - 500 euro
  2. 10 euro - 100 euro
  3. 20 euro - 200 euro

    · easy to remember as it is logical: all denominations beginning with the same figure in the same compartment ;

    · the dimensions of the notes in a compartment seem to us sufficiently different to avoid confusion (each time a difference of two denominations between two notes).

Wallet with two compartments (omitting the two largest notes, i.e. the 200 euro and 500 euro)

  1. 5 euro - 20 euro - 100 euro
  2. 10 euro - 50 euro

  • here we break with the pattern whereby all denominations beginning with the same figure are placed in the same compartment ;

  • each time a difference of two denominations between two notes ;

  • the 20 euro and 50 euro notes, the dimensions of which are close as they are of subsequent denominations, and which have proved in interviews to be difficult to distinguish, are in a different compartment
    .
Folding of certain notes

We should also mention here a system very widely used for classifying notes: the folding of certain notes lengthways or widthways.

If we restrict ourselves to the first five denominations, we can therefore envisage classifying all notes in one compartment :

  • 5 euro
  • 10 euro, note folded widthways
  • 20 euro
  • 50 euro, note folded lengthways
  • 100 euro.
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Objective : learning to count in euro
Type of visual impairment : partially sighted/(blind)
For : groups of 2-4
Age : all - particularly children

"Lotto"



Objective : learning the different denominations of euro coins and notes; learning to compose amounts in euro.

Equipment : 3 sets of coins and 2 sets of 5 notes (5-100 euro) / participant
10 sets of cards with the following inscriptions :

"x 2", "x 4", "x 5", "x 10", "/ 2", "/ 4", "/ 5", "/ 10"

Number of participants : 2-4 participants.


How to play :

  • The pile of cards indicating multiplication or division is placed face down between the players.

  • The first player chooses a coin or note from among the ones he has and places it on the table ; he then turns over a card, which he places beside his coin or note.

  • The second player then puts together the amount resulting from the (last) two cards put down; e.g. "5 euro" "x 5": the player must therefore put down 25 euro in any form he chooses.

  • Certain combinations are impossible, e.g. "5 cent" "/ 2" : the result is 2.5 cent; as there is no ½ cent, the player replaces the mathematical operation card at the bottom of the pile and takes another.

  • A player who cannot put together the amount required misses his turn.

  • Where none of the players can put together the amount required, the mathematical operation card is replaced at the bottom of the pile and the turn recommences with a new card.

  • The player who puts all his notes and coins into play first is the winner.

  • If the game is blocked (no player can put together the amount required with any of the mathematical operation cards left over), the winner is the one with the smallest number of coins and notes left over.


Variation : substractions may be permitted : e.g. 40 cent must be put down, and the player does not have the coins to enable him to compose the right amount; he may therefore put down 50 cent and 10 cent, saying that the second amount is deducted from the first.


Notes :

  • This activity may appear easy. Try it ; you'll be surprised !

  • This type of activity is no doubt aimed primarily at countries where the national denominations are in 5-25-50 rather than, like the euro, 5-20-50.

  • In the absence of real coins and/or notes, use sheets with the amounts in Braille if the participants are blind, and high-contrast colour photocopies for partially sighted participants; this activity is less concerned with learning to identify the coins and notes than with counting.

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Objective : drawing up a scale of values in euro
Type of visual impairment : blind and/or partially-sighted
For : individuals/groups of two-six
Age : all ages

Beggar-my-neighbour



Objective : to acquire reference marks for assessing values expressed in euro


Equipment : a set of cards : 32 blue cards with values in euro, 32 yellow cards with the same values in national currency, a number of cards with a conversion table setting values in national denominations ("round" amounts) and in euro in parallel


Number of participants : may be played alone ; preferably three-four players


How to play (adaptation of traditional game of beggar-my-neighbour) :

  • One player mixes together the two sets of cards (values in national currency and in euro) and distributes them among all the players. Each player thus has a certain number of cards, which he puts face down in front of him in a pile.

  • Each player draws the first card from his pile, turns it to read its value and places it, face upwards, on the table (if necessary, he announces the value so that the other players know which card he has put down).

  • The player putting the highest-value card on the table collects all the cards and places them beneath his pile.

  • The game ends when a player has no more cards left.

  • The winner is the player who, at the end of the game, has the highest number of cards.


Variation : At the beginning : use the vocal Euro converter


Notes :

  • This card game is adapted to partially sighted people due to the contrasting colours and the indication of the value in large type in the centre of the card; nevertheless, given the size constraints, the typeface for the conversion tables on the cards is too small; we compensate for this by adding A4 sheets containing these conversion tables.

  • Like all card games, this game may be adapted individually in Braille.

  • We have heard of a process (involving resin) enabling cards to be made directly in Braille, and are investigating this.

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Aim : what is the value of my basket of products in euro ?
Type of visual handicap : blind and/or partially sighted
For : groups of three-five
Age : all ages

The basket



Aim : to learn the value of everyday products in euro

Equipment : a game board with accessories, including 1 tactile die
a price list (to be drawn up in each country in order to take account of specific factors)

Number of participants : maximum of five (one seller and four buyers)

How to play :
  • The aim of the game is to receive the first 10 "products" (pellets or tokens).

  • A lead player (the "seller") is designated; he holds the price lists, and announces what is in the shop (articles and prices).

  • The "buyers" throw the die and move their token forwards (or backwards) the number of squares indicated by the die.

  • When a buyer places his token on a square already occupied by another player, he gives that player one of his "products".

  • When a buyer places his token on a square mentioning a value in euro, he must name a product on the list the value of which lies between the value indicated on the square and the euro coin or note of the nearest value below it; the seller may offer him some products; some of these, of course, will be the right price, others will not.

    If the price of the article he has chosen exceeds the amount in euro indicated in the square in which he has landed, the buyer does not receive a "product" token. The same applies if the article he has chosen is of such a value that a note or coin of lesser value would have sufficed. The buyer, however, has the right to a second chance, in the form of a collective challenge.

  • Collective challenge: the seller cites a product which could be purchased and asks all the buyers to propose the closest possible price in euro. Priority is given to the unfortunate buyer. Play then moves clockwise; all offers must be different. The buyer whose answer is the closest, or equal, to the correct price, wins a "product" token.

  • When the buyer places his token on a "bid" square (squares covered in undulating yellow foam), he is free to choose the value of a euro coin or note and use it to purchase a product; the same purchasing rules apply as when he places his token on a square giving a set value in euro.

  • When the buyer places his token on a "surprise" square (squares covered in smooth yellow foam), the "seller" draws a "surprise" card :

    · Well done ! You receive a "product" token ;
    · Well done ! You win an extra turn ;
    · Bad luck ! You must give a "product" token back to the "seller" ;
    · "Memory" test : the seller reads the information on the card; if, on the next turn, the player can repeat this information, he receives a "product" token.


Variation 1 : Depending on the age of the participants, the list of products may be amended and/or the value of the products announced or not

Variation 2 : To make it more complicated : for adults who are well-informed on the prices of products, products not mentioned in the list could be given; this has the risk of giving rise to heated exchanges.

Variation 3 : To make it more complicated : the seller does not propose products, or proposes products the prices of which could easily be confused


Note : Clearly, the information will be memorised rapidly, making the game "unplayable", but is that not the point of the game ?

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Objective : what is the value in euro of the foodstuffs I buy in the market ?
Type of visual impairment : blind and partially-sighted
For : groups of two-six
Age : children-adults who like parlour games

The Market



Objective : to learn the value in euro of everyday consumer foodstuffs; to learn to handle euro coins or, in the absence of coins, to learn the denominations of euro coins: which coins do I need to put together the sum of, for example, 66 cent ?

Equipment : a game board with accessories, i.e. recipe cards, cards listing the foodstuffs and their prices, other penalty or reward cards, coins (in foam plastic), one die, six magnetic tokens, one box.
a storage unit (or other utensil) for each player to classify his coins - not supplied with the game

Number of participants : between two and four, with a maximum of six. One of the players is (also) the banker.

How to play :

  • The winner is the first one to complete his three recipe tables without running into debt, or having repaid his debts. If a player has completed his three tables but is in debt, the game continues.

  • The banker issues money to each player: five 1-, 2-, 5-, 10- and 20-cent coins, four 50-cent and 1-euro coins, two 2-euro coins.

  • Each player places his token on the "start" square and draws three recipe tables at random ;

  • The player who throws a six may play again.

  • The game consists of squares of different types :

    · Squares containing foodstuffs: if, in order to produce the recipes, the player needs the foodstuff in the square on which he has landed, he may purchase it and pay the banker. If he needs the same foodstuff several times, he may purchase the desired quantity right away. To mark his purchase, he takes a card bearing the name of the foodstuff and places it on the corresponding place on his recipe card ;

    · "Penalty" squares: the player draws a card from the corresponding pack; afterwards, he replaces his card at the bottom of the pack ;

    · VAT, travel ticket, bag : he pays the amount indicated to the banker ;

    · closing days : the player misses two turns ;

    · "Reward" squares : the player draws a card from the corresponding pack: tombola, money-off coupon, one product free; he is not obliged to use his card immediately; it is only replaced at the bottom of the pack once it has been used ;

    · the "JOKER" card enables the player drawing it to win the game, even though he may still have one article to purchase (provided he has no debts) ;

    · the "100 % off coupon" is valid for any article (provided that the player has placed his token on the square containing that article) ;

    · a player may not supplement the value of a coupon with money; the article purchased using the coupon must be of equal or lesser value than the coupon ;

    · a player may choose to return a "1 euro" coupon to the banker to purchase an article of lesser value, but will not receive any change ;

    · "Start" square : if a player returns to the "start" square, he receives four euro. If he passes the "start" square without stopping there, he receives two euro.

  • It is possible to borrow money from the banker, at a rate of 10 % (duration of the loan is not a factor). The player may choose the amount he wishes to borrow and retains his card until his debt is paid.

Variations : the game can be made more "tactical" or may even become a game of "negotiation" :
  • A player may purchase an article, even if he has no need of it ; e.g. a player has a coupon "When you buy milk (which costs 50c), get one article to the value of 1 euro free". In any event, he gains 50 c !

  • A player A lands on the "spaghetti" square: he has no need for it, but player B does; player A may propose to player B that he buys the article and resells it to B at a profit; this may be set at 10%, or it may be negotiated: if player B is "rich", he may not mind paying more.

  • During the game, it is forbidden to purchase an article for another player and then refuse to sell it to him, because the game would be blocked: there are only enough cards available as are required to compose the recipes. It is, of course, possible to make the game more fun by increasing the number of foodstuffs cards in the game.


Notes :

  • The board is much too big to enable each person to read the Braille on each square, or even place his own token on all the squares; the cooperation of each person is therefore counted upon in turn as regards the placing of their token on the board.

  • The game is also about handling; in the absence of real coins, however, the use of foam plastic coins at least enables players to get used to the denominations of euro coins ;

  • The game is only available in English and French; as prices and everyday products differ from one country to another, it would be useful for each country to adapt it to its ways and customs, and/or translate into its own language the recipe ingredients and other game cards and have them transcribed into Braille. However, the computer files containing all these elements are available in French and/or English on request, in order to help you to produce your own game. The central design of the game board will also be available on film.

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