Useful and easy games to play in class

Classroom Games — Teaching Resources

Classroom Games

Economics can sometimes be easier to understand when you experience it, rather than reading or listening to a lecture. Anyone experiencing Uber’s surge pricing during a concert or learning about how using an Amex vs. Visa credit card means you see higher prices vs lower prices is seeing market forces and price discrimination in action. You can simulate some of these things in class too. These are five games I’ve run in introductory economics courses. Each one designed to get students to arrive at a concept, and some you could play even before starting the lecture on the topics. The write-ups below describe what I do, why I do it, and how to set each one up.

Game 01

The Candy Game

Marginal Utility Diminishing Returns Consumer Choice

I bring candy to class. Chocolates, Starbursts, Hershey’s Kisses. I don’t explain why. I just put them on the table and tell students they’re going to eat some.

The first piece always goes fast. The second too. By the third or fourth, you can see it — the hesitation, the “I’m good actually.” Nobody has said the words diminishing marginal utility yet, but every student in the room has just experienced it.

That gap between the first piece and the fourth is the whole lesson. Utility isn’t some abstract satisfaction score. It’s the difference between lighting up when you unwrap the first Starburst and pushing the fourth one away. The marginal part is key — we’re not measuring total enjoyment, we’re measuring how much the next unit adds. And it adds less. Every time.

The candy also opens up a conversation about rational decision-making. Students stop eating when the next piece isn’t worth it anymore — when marginal utility falls below some internal threshold. They didn’t need a formula for that. They just did it. The economics just describes what they already know.

How to Run It
Materials
Assorted candy — chocolates, Starbursts, Hershey’s Kisses work well. One type per student is enough; variety helps for comparison.
Setup
No advance setup needed. Distribute candy at the start of class before introducing the topic.
How it runs
Have students eat one piece, then ask how much they enjoyed it (scale of 1–10 works fine). Repeat for a second and third piece. Ask them to track the number. Don’t explain why yet.
Debrief
Once the pattern is visible, introduce the vocabulary. Draw a simple marginal utility curve on the board using their numbers. Ask: when did you stop? Why? That’s the margin.
Class size
Works for any size. Larger classes can do this in small groups.
Game 02

Guns or Butter

Production Possibility Frontier Opportunity Cost Consumption vs. Investment

The production possibility frontier is one of the first real models students encounter. It’s also one that tends to die on the whiteboard — a neat curve with labeled axes that students dutifully copy and promptly forget.

The version I use starts with a question, not a diagram. I ask students: if this economy has to produce two things — guns and butter — what happens to butter production if we decide to build more guns? They usually get it immediately. The constraint is intuitive. But intuition and a model are different things, and this is where the activity earns its place.

I have students sketch their own frontiers before I draw one. They pick combinations, plot them, and start to see the shape emerge. The curve isn’t something I’m handing them — it’s something they’re constructing. Once it’s on the page, the questions get more interesting. What does a point inside the frontier mean? What does a point outside it mean? How do you get there?

From there, the conversation moves naturally to consumption and investment. A society that devotes more resources to investment today — machinery, infrastructure, education — can push the frontier outward over time. But that means producing less consumption now. The tradeoff is real. Students usually arrive at something close to capital accumulation on their own. You just have to ask the right questions and let them work it out.

How to Run It
Materials
Graph paper or blank paper — one sheet per student. A shared board or projected axes for the full-class version.
Setup
No advance setup needed. Decide on your two goods in advance — guns and butter works, but robots vs. wheat, phones vs. hospitals, or any two-good framing is fine.
How it runs
Pose the constraint verbally first. Ask students to suggest a few production combinations and write them on the board — all guns and no butter, half and half, a few options in between. Then ask them to plot the combinations on their own axes. Let the shape emerge before naming it.
Debrief
Label the frontier once students have drawn it. Work through what points inside, on, and outside the curve mean — inefficiency, efficiency, and infeasibility. Then introduce consumption vs. investment: what would it take to push the curve outward? That’s the capital accumulation conversation.
Variants
Run a second scenario where a new technology improves production of one good only. Ask students to redraw the frontier. This makes the asymmetric shift intuitive in a way that a pre-drawn curve doesn’t.
Game 03

The Iced Tea Experiment

Demand Willingness to Pay Demand Shifters

I bring iced tea to class. Real iced tea. Two or three bottles, cold.

Before anyone sees them, I ask a simple question: what would you pay for an iced tea right now? I go around the room and record the answers on the board. No discussion yet — just numbers. Then I do the same thing with a twist: it’s a hot day in August. Same question. Then: it’s January and you just came in from the cold. Same question again.

The numbers move. A lot. Students who said fifty cents in January are suddenly at three dollars in August. Nobody taught them that. They just know it. And that’s the point — demand isn’t a fixed fact about a person. It shifts.

Then I pull out the actual iced tea. I tell them they can buy one if they want. I name a price. I watch who raises their hand and who doesn’t. That’s willingness to pay made visible. We build the demand curve together from the board numbers — rank them, plot them, and there it is.

I tell them at the end that I’m not actually taking any money. But the hands they raised were real.

How to Run It
Materials
Two to three bottles of iced tea (or any beverage with broad appeal). A whiteboard or shared doc to record WTP answers. Optional: a thermometer or weather image for the “hot day” prompt.
Setup
Keep the drinks out of sight until needed. Prepare two to three hypothetical scenarios in advance (hot day, cold day, you just had lunch, you haven’t eaten, etc.).
How it runs
Elicit willingness-to-pay values from the full class under each scenario — do not show the product yet. Record all values. Then reveal the drink, name a price, and ask who would buy. Adjust the price up and down and note how demand responds.
Debrief
Rank the WTP values to construct a step-demand curve. Discuss what changed between scenarios — those are your demand shifters: income, preferences, expectations, substitutes, complements, number of buyers. Repeat the exercise comparing results to a previous semester if you have them.
Note
No money needs to change hands. Announce at the end that you’re not collecting payment. The behavioral commitment of raising a hand is enough to make the point.
Game 04

Tragedy of the Commons

Externalities Common Pool Resources Market Failure

This one ends badly. On purpose.

Students play fishermen. There’s a lake. The lake has fish — a fixed, regenerating stock. Each round, every student decides privately how many fish to catch. If total catches stay under the sustainable threshold, the stock recovers and the game continues. If they go over, the stock collapses. Game over.

Here’s what almost always happens: someone defects early. They take more than their share because the incentive is there — the fish are valuable, the lake belongs to everyone, and if you don’t catch them someone else will. Once others see that logic, they follow. The stock is usually gone by round three.

That’s the tragedy. Not that people are greedy. It’s that the structure makes rational individual behavior collectively irrational. No one decides to destroy the lake. They just respond to the incentives in front of them. The market failure isn’t a moral failure — it’s a design failure.

The debrief is where the real teaching happens. What could have prevented this? Students usually converge on some combination of quotas, privatization, or cooperative agreements. Those map onto the actual policy responses to common pool resource problems. Coase, Ostrom, Pigou — all of it connects cleanly after students have just watched themselves fail.

How to Run It
Materials
Index cards or slips of paper (one per student per round). A running tally on the board. Optionally: tokens or chips to represent fish stock.
Setup
Decide on starting stock (e.g., 50 fish), regeneration rate (e.g., +10 per round if below threshold), and sustainable catch limit (e.g., total catches must stay under 20 per round to sustain). Do not share the exact threshold with students.
How it runs
Each round, students write their catch number privately and submit. Reveal the total. If under the limit, stock regenerates; if over, deduct from stock. If stock hits zero, the game ends. Run up to five rounds. Students earn “points” equal to their catches — individual incentive is baked in.
Debrief
Ask what happened and why. Then ask: what rules would have changed the outcome? Map student answers to policy tools — property rights, Pigouvian taxes, quotas, Ostrom’s conditions for community governance. Discuss where these solutions work and where they break down.
Variants
Run the game a second time with a simple rule students agree on before play begins. Outcomes often improve — and the comparison is instructive.
Game 05

The Voting Game

Political Economy Median Voter Theorem Ranked Choice Voting

Most students have heard of ranked choice voting. Almost none of them understand why it matters.

This game starts with a policy menu. I either prepare three or four proposals in advance — things like free campus parking, extended library hours, a new student fee for sustainability — or I solicit them from the class on the spot. Both work. Soliciting from the class makes students more invested.

Then I introduce the voters. Some are real — the students themselves. Others are NPCs that I control: a fiscal conservative, a progressive, a centrist, someone who only cares about one issue. I give each NPC a visible preference profile, posted on the board. This is intentional. Part of the lesson is understanding that voting outcomes depend not just on what people prefer but on how preferences aggregate.

We run two elections: first-past-the-post, then ranked choice. The outcomes often differ. Sometimes dramatically. Students can see how the same set of preferences produces a different winner depending on the rules — which is the point. The median voter theorem explains a lot about why candidates converge. Ranked choice changes those incentives. Arrow’s impossibility theorem is waiting in the wings if you want to go further.

What I like about this game is that it’s genuinely surprising. Students come in thinking they already understand voting. They leave less sure, which is usually the right outcome.

How to Run It
Materials
A list of three to four policy proposals (prepared or solicited). NPC voter profiles on index cards or projected on screen — three to four NPCs with named preferences. Ballot slips for two rounds.
Setup
Prepare NPC profiles in advance: each should have a clear, named preference ordering across the proposals. Lean into caricature slightly — it makes the types easier to reason about. Decide whether to solicit real proposals from the class or use pre-set ones; pre-set proposals run faster, solicited ones generate more engagement.
How it runs
Round 1: students and NPCs each cast a single vote for their top choice. Tally and announce the winner. Round 2: everyone ranks all proposals. Apply instant-runoff elimination. Tally and announce the winner. Compare outcomes.
Debrief
Ask why the results differed — or why they didn’t. Introduce the median voter theorem: in a single-dimensional policy space, the median voter’s preferred position wins under majority rule. Show how ranked choice can shift the outcome. If time allows, introduce the Condorcet paradox using three voters with cyclical preferences.
NPC tip
Control the NPCs yourself rather than assigning them to students. It lets you adjust NPC votes in real time to produce instructive outcomes — for example, engineering a case where the plurality winner is the Condorcet loser.