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Children's Librarypublished by: East Accelerator Foundationhost: kagami.bgfree for everyone
kagami.bg/en/deca · children's library · lesson · machine-readable viewVERIFIED 2026-11-02 · AI-assisted: yes · reviewer: awaiting teacher and psychologist
IDENTITY
id
DB-IB-23 · Is It Really Free? In-Game Purchases and Tricky Buttons (BG: Безплатно ли е наистина? Покупки в игрите и хитри бутони)
track
IB · Internet & Safety · lesson 23
level
Tinkerer (apply · compare · decide) · grades 5–6 · ages 10–12
duration
10–15 min on screen + 10–15 min without a screen (with other children or an adult)
school link
not asserted; curriculum alignment unverified ⚠️ (not shown publicly)
publisher
East Accelerator Foundation (Фондация „Източен Акселератор“) · host: kagami.bg
access
free · no account · no data collected · works offline
trust
VERIFIED 2026-11-02 · AI-assisted: yes · reviewer: awaiting teacher and psychologist
versions
bg: /deca/DB-IB-23_bezplatno-li-e-naistina.html · en: /en/deca/DB-IB-23_bezplatno-li-e-naistina.html · parent guide: /deca/pomagalo/DB-IB-23_bezplatno-li-e-naistina.html
LEARNING OBJECTIVES
KEY CONCEPTS
STRUCTURE
ANSWERS
SAFETY
NEXT

DB-IL-01 · Beaver Tasks: Think Like a Computer Scientist · back: DB-IB-22 · When the Computer Gets “sick”: Malware

SOURCES · LICENCE
IMPACT METADATA
path
proposed: 6 · Social impact
determinant
proposed: social environment
sdg_target
proposed: 4.7
who_criterion
proposed: accessibility
impact_type
proposed: education · prevention
DIGCOMP 3.0
framework
DigComp 3.0 (JRC144121, doi:10.2760/0001149)
primary
4.3 Protecting health and well-being (proposed mapping)
secondary
1.2 Evaluating data, information and digital content
mapping
proposed 2026-11-02 by the lesson goal · confidence: medium · not a measured outcome
TAGS
kidsgrades-5-6gamespurchasesvirtual-currencyconsumertinkererunpluggedbgen
VERIFIED · 02.11.2026 AI help: yes reviewer: awaiting teacher and psychologist

Is It Really Free? In-Game Purchases and Tricky Buttons

Many games are free to start — and inside there are things to buy. Today you will play an invented game, see how buttons nudge you to hurry and make a rule for purchases.

⏱ 10–15 min Tinkerer Internet & Safety · 23 grades 5–6
You will be able to spot tricky buttons, ask “how much is this in real money?” and make a purchase rule with your family.

For the parent: a one-page guide — questions for dinner and a “surprise shop” without a screen.

01Remember

Think about each question, then open the answer.

Can a game be free to start and still sell things inside?

Yes. That is why we ask: “What can be bought inside and how much does it cost?”

What is a virtual coin?

Points or coins in a game. They can be bought with real money, and the number on the screen may not show how much money it is.

Who decides about payments — the child or the adult?

The adult. The child asks and gets advice.

02Story

This story is made up.

Eli plays the invented game “The Firefly Garden”. She started it for free.

A big button lights up on the screen: “Only now! Surprise box!” There is a clock next to it.

Eli feels she must hurry. But she stops, drinks some water and asks: “What is in the box? How much real money is it?”

Her dad looks with her. They see that the coins are bought with real money and that nobody says what is in the box.

Eli does not press “buy”. They decide together: before every purchase — a pause and a question to an adult.

The game is still fun. And Eli knows how to read the buttons.

03Worked example

When you see something to buy in a game, ask yourself four questions:

  1. 1 · What am I buying?

    Do I know exactly what I get? A surprise box does not say what is inside.

  2. 2 · How much is it in real money?

    Coins and gems can hide the price. Ask: “How many euros is this?”

  3. 3 · Why am I hurrying?

    A clock, “only now”, a glowing button and “everyone is buying” want you to hurry. Hurrying is a signal for a pause.

  4. 4 · Who decides?

    Money and payments belong to the adult. I ask them — and they decide with me.

Rule: tricky button = pause + ask an adult. It is not embarrassing to ask.

04Try it now

1 · Predict

A game says “Free”. What is true?

2 · Run: “The Firefly Garden” (an invented game)

You have 10 invented coins. The game will offer you five things. For each choose “Buy” or “Skip”. Nothing real is bought and nothing is paid. The clock in the game is frozen on purpose — it never counts down.

3 · Change: a rule for purchases

Make a rule for your family. Choose from the lists — nothing is saved or sent.

05No screen: the surprise shop

You need: paper tokens (cut out 10), small slips of paper, a box or a hat, an adult or a friend.

  1. Draw small “prizes” on the slips (a star, a flower, a crown) and put them in the box. Some prizes are the same.

  2. The player has 10 tokens. One surprise costs 3 tokens. They draw a slip and do not know what they will get.

  3. After the third draw, stop and count: how many tokens were spent and how many different prizes are there? How often did you get the same one?

  4. Now imagine each token is the price of something real. How would you feel if you had to pay? Talk about the pause.

Think: what makes you want “one more draw”? How can you stop?

06Make your own

You now know how to read tricky buttons. Pass the rule on.

07What I learned

Tricky button — a pause and a question. What will you ask next time a game offers you something to buy?

Check yourself

1. A game offers something to buy. What do you do?

2. The clock says “only a little longer!” What is best?

3. Why do games sell coins?

Skill badge: “Stop and ask”
It is yours when you can name three tricky buttons and make a rule for purchases. No points and no ranking — only a skill.

08I have a question

Do you still have a question? Write it here. It goes to your parent, not to strangers. Your parent confirms their e-mail first.

The form is loading… If it does not appear, write your question on paper and show it to a parent or teacher.

·Sources