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

This one is one of the easiest ones to set up and is more than likely to bring a few smiles to people’s faces. Sometimes, to decide on the candy, I will make it an informal survey, a disguised poll at the the start of the semester. “What’s your favorite chocolate or candy?” Anyways, once you know what to bring, I buy one or two large bags of aforementioned chocolate/candy to class. Kit Kat, Starbursts, Hershey’s Kisses. If you want to do it over two classes, and have a baseline, you can always do this without chocolate first, and then introduce the sugary treats after.

So the setup, basically you hand out pieces of paper, and ask them “On a scale of 1 to 10, rate your own level of happiness right now.” Once they have written it down, you can start teaching and wait a little, or you can start handing out the chocolate, candy. And then ask them to write down their updated “happiness level”. Then ask if someone wants a second. Then a third. By the third or fourth, a lot of students will say “no, I’m good actually”, or some will be clever and say, “not now, but I will keep an extra one for later,”. At this point I have not 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 second piece, and that between the second piece and third piece, and so on is the whole lesson. It also helps start a discussion of cardinal vs. ordinal measures of utility. Because you can discuss whether Naomi’s rating of 7.5 is comparable to Jessie’s 6.8, and whether that makes a difference. That utility isn’t just some abstract satisfaction score. And why for economists it is easier to use ordinal utility. And that is enough to explain the difference between lighting up when you unwrap the first Starburst and pushing the fourth one away not ten minutes later. The diminishing marginal utility part is important. We do not need to measure total enjoyment, what matters is that the next candy adds less joy and satisfaction. Every time.

The candy demonstration also helps opens up a conversation about rational decision-making. Students stop eating when the next piece isn’t worth it anymore, i.e. when marginal utility falls below a certain level or zero. They didn’t need to think about it – they just did it. The economics of it just describes what they already know and do. And that is what economics is.

How to Run It
Materials
Assorted candy – mini Kit Kat bars, Starbursts, Hershey’s Kisses work well. You want something small and easily distributed. A variation of this could be is if you keep another type in reserve and let them choose the second type after they start saying no to the first one.
Setup
Little note sheets, or cards to write down their level of happiness. Can also do this one day without the candy, before bringing in candy the second day. Ask them to write their level of happiness and then distribute candy 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) and to write it down. Repeat for a second time. Then ask if people want a third piece, a fourth piece, and so on. Don’t explain why yet.
Debrief
Once the pattern is visible, introduce the concept of marginal utility, cardinal vs ordinal, diminishing. Draw a simple marginal utility curve on the board using their numbers. Ask then then “when did you stop?”
Class size
Works for any size. Larger classes might take a little longer in terms of distributing candy, and can do this in small groups or with the help of “student volunteers”.
Game 02

Mixers or Butter

Production Possibility Frontier Opportunity Cost Consumption vs. Investment

The production possibility frontier is one of the first real models students encounter and it has quite a good number of uses. International trade, economic growth… but it’s also one that tends to be easily forgotten, a neat curve with labeled axes that students diligently copy and promptly forget.

The game is meant to help with this – to prolong the discussion, and to make the students consider the consequences of their actions. I ask students: if this economy has to produce two things, such as mixers and butter, what happens to butter production if we decide to build more mixers? They usually get it immediately. The constraint is intuitive, but also the implication in the future is also an easy one to see.

I have students sketch their own PPFs. They pick combinations, with a little prompting and nudges from me. And there are interesting questions of course. What does a point inside the frontier mean? What does a point outside it mean? How do you get there? More mixers means less butter now, but more in the future. Or more tractors vs. rice.

Immediately, the conversation moves to consumption and investment and the tradeoffs. A society that devotes more resources to investment today, whether machinery and infrastructure, or even education, can push the frontier outward over time. But that means less consumption now. Especially when you play this game over a few classes and let them make their choices, it will be interesting for each of the groups to see the consequences of their actions in terms of butter production at the very end of the game.

How to Run It
Materials
Graph paper or blank paper, one sheet per group.
Setup
No advance setup needed except the above graph paper/blank white paper. Decide on your two goods in class – mixers and butter works, but tractors vs. wheat, fertilizers vs. rice, or any two-good combinations with a capital good and consumer good is fine.
How it runs
Ask students to suggest a few production combinations and write them on the board — all mixers and no butter, half and half, a few options in between. Then ask them to plot the combinations on their own axes.
Debrief
Label the frontier once students have drawn it. Work through what points inside, on, and outside the curve mean, aka inefficiency, efficiency, and not feasible. Then introduce the central question of consumption vs. investment: what would it take to push the curve outward?
Game 03

The Iced Tea Experiment

Demand Willingness to Pay Demand Shifters

I bring iced tea to class, and depending on the day either hidden or out in the open. Two or three bottles, cold.

The game starts with a simple question: what would you pay for an iced tea right now? I usually prefer the reverse auction method, going around the room and recording the answers on the board in the form of a demand schedule. Whether it’s a hot day in September, or a cold day in January, the setup is usually the same but the answers do vary a little. And I tell them to be honest, and to keep them honest, I announce that I expect them to pay up and get the bottle at the end of the class.

Once we have sketched out their willingness to pay and created a demand schedule we plot out a demand curve for iced tea for the class, plotting it out together. I also share the demand curves from previous classes/other sections to show differences. The difference between January vs September is usually pretty stark and is a good place to start the discussion on demand shifters.

And then at the end of the class I hand out the iced tea and tell them that I’m not actually taking any money. But for the purposes of the experiment, their belief that they were going to pay was enough to reveal their preferences.

How to Run It
Materials
Two to three bottles of iced tea (or any beverage with broad appeal). Optional variants, you can always ask them to imagine how their WTP might change on a “hot day” vs “snowstorm”.
Setup
Keep the drinks out of sight until needed. Or leave them out in the open with no explanation.
How it runs
Elicit willingness-to-pay values from the full class. Asking individual students to name the maximum price they are willing to pay one at a time is inefficient, easier to do a reverse auction. Record all values. Then reveal the drink if you haven’t already.
Debrief
First tabulate everything into a demand schedule, and then construct the demand curve. Afterwards you can introduce alternative scenarios, or demand curves from previous classes. Discuss what might have changed, potential demand shifters. Draw a supply curve and clear the market.
Note
Again, the students don’t have to actually pay anything for the iced tea. The belief that they need to pay is enough.
Game 04

Tragedy of the Commons

Externalities Common Goods Market Failure

This one often ends badly. Like it can in the real world.

The tragedy of the commons is a real tragedy and one of the starkest examples of where individuals acting in their self-interest still lead to market failure due to failures in cooperation and coordination. The setup is simple – students play fishermen. There’s a lake or an ocean. The lake has fish — a fixed stock that regenerates at the end of each round. Things could be made more entertaining if you have props – little fishing rod printouts, fishes etc. The game will be played out over a few rounds – four to six is usually enough. 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.

A few constraints. Set a max number of catch possible for each fisherman. Make sure they know what level is the sustainable threshold, and the consequence (game ends immediately). And don’t tell them that they can communicate and coordinate (and still cheat). Here’s what almost always happens – people overfish. They take more than a sustainable share because the incentive is there. Sometimes the stock is usually gone by round two.

That’s the tragedy. Not that people are greedy but just the simple basic incentives and a lack of coordination with rational individual behavior results in an inefficient solution for the society at large. No sets out to destroy the fish stock.

The discussion after the game is always quite entertaining. What could have prevented this? If they didn’t communicate and coordinate in their first attempt, make the suggestion that we repeat the game with coordination. Once that plays out, ask the students to compare and contrast. And then nudge them along onto discussions of quotas, privatization, or cooperative agreements as a solution the problem of the tragedy of the commons.

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), replenishment (e.g., returns to original 50 as long as above threshold), and sustainable catch limit (e.g., total catches must stay under 25 per round to sustain). You can even run a variation of the game where in the first iteration, you don’t reveal the sustainable catch limit threshold, just that it exists. For a large classroom, divide the room into eight to ten groups instead.
How it runs
Each round, students write their catch number privately and submit. Reveal the total. If under the limit, stock regenerates; if over, no replenishment, and either game ends, or one more round and then the game ends. Run 4-6 rounds otherwise.
Debrief
Every single time I have played this in class, the game ends the first time because of a catastrophic stock collapse. And lessons are learned. So, if that happens, start by asking the students what happened and why. Then ask: what rules would have changed the outcome? Map student answers to economic policy tools – property rights, Pigouvian taxes, quotas. Discuss where these solutions work and where they break down.
Variants
Run the game a second time with a simple rule or two based on their prescribed solution (coordination on quotas, assigning property rights and one person or group allocating) and then play out the game again. Tally overall fish and compare and use this as a springboard into other market failure scenarios.
Game 05

The Voting Game

Political Economy Median Voter Theorem Ranked Choice Voting

Most students have heard of ranked choice voting by now. Not everyone understands it fully, or how it differs from a simple single round of plurality voting and this is a great in-class demonstration of how it works and how in the absence of ranked choice, a society can end up with a sub-optimal choice with plurality voting. Might be a good place to start the discussion on single issue voters and median voter theorem.

For the game, you need a menu of proposals. This can be an earlier exercise where you solicit a few proposals earlier in the week, or you can prepare three or four proposals in advance. I usually make it even relevant to things the student government are currently focused on – things like free campus parking, extended library hours, a new student fee, campus dining options. Soliciting them from the class could work if it’s a small class and gets the students engaged quicker.

And then voters – the students themselves, plus a few NPCs that I usually control to tweak things, and show the effect of a few voters could be on the final result. If it’s a large class, it might be easier to ask for a dozen or more volunteers. After all the lesson is understanding that voting outcomes depend not just on what people prefer but on how preferences aggregate.

We run the elections on issues, and it can be done in a direct democracy approach where students vote on issues, or a more complicated and fun representative democracy with three candidates. Ideally, I see different outcomes between the two ways the votes are tallied, but if not, the NPCs come in to play. It’s a good way for students can see how the same set of preferences produces a different winner depending on the rules. This is the goal of the game. The median voter theorem explains a lot about why candidates converge. Ranked choice changes those incentives.

What I like about this game is that it’s genuinely surprising for the students, even those who have read on the topic or heard it mentioned are unlikely to have participated in such a practical demonstration.

How to Run It
Materials
A list of three to four policy proposals (prepared or solicited). A few NPCs with identified profiles and preferences, or “independents” who could be used in any way as needed.
Setup
Prepare a few NPCs but be flexible since the NPCs are tools to get the students to see the differences between the two systems, but not ideal to focus on them. You can also prepare a few candidates as well if you are doing a representative democracy demonstration.
How it runs
Students and NPCs each cast a single vote for their top choice, and then rank the rest of their choices. This way it’s easier to collect in one go. This could be done in note cards. Tally and announce the winner by plurality, and then by ranked choice. Compare outcomes. And then compare with voting on proposals and direct democracy.
Debrief
Ask why the results differed — or why they didn’t. Introduce the median voter theorem: in a single-dimensional policy space, or on a single issue, and the median voter’s preferred position wins under majority rule. Discuss how ranked choice shifted the outcome. If time allows, you can always introduce the Condorcet paradox using three voters with cyclical preferences.