Www.economicsnetwork.ac.uk Classroom Experiments Learning by doing.

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Presentation transcript:

Classroom Experiments Learning by doing

Games, experiments and role playing in PBL Strengths –motivation, involvement, empathy, fun! –encourages active and deep learning –illustration and contextualisation Potential weaknesses –over-simplification –not taken seriously

Games, experiments and role playing in PBL Overcoming the drawbacks –clear guidelines –feedback and reflection –drawing on concepts in later classes –linked to seminar activities The Exeter FDTL5 project (link) (link)

Game 1: A trading game Students divided into buyers and sellers Students given cards –Black for sellers of the item Number on card gives cost of item in £s Want to sell above value of card –Red for buyers of the item Number on card gives value of item in £s Want to buy below value of card Trading takes place –Individual buyers and sellers agree prices –Mark their gain on their sheet –No deal gives no gain or loss

Game 1: Reflections Students get considerable insight into the working of pit markets Equilibrium prices rapidly emerge –Can vary the cards to see the effects on equilibrium Easy to demonstrate producer and consumer surplus Can discuss information issues Can introduce a tax of £x on suppliers

£2 tax imposed on sellers (b) One we tried earlier (b) Potential gains An 18 player game

Game 2: Expected value game TV show: Deal or No Deal? –Channel 4, six days per week (45 mins) US version playable online (link) (link) –26 people each with a suitcase of money, the amount not known to them Sums of money vary from 1¢ to $1,000,000 –One contestant us selected to play … who eliminates suitcases in batches, whose contents are then revealed After each batch, the contestant is offered a Deal by the Banker, based on the values yet to be eliminated The contestant chooses Deal or No Deal

Game 2: Reflections Virtually all students will be familiar with the game Easy to set up: –It can be played online –Or with envelopes and the sums of money on the whiteboard Illustrates decision-making under risk –Expected value; risk premia; probability; risk attitudes and what affects them

Game 6: A Keynesian Beauty Contest A game about investor expectations –predicting share prices based on what you think other people will do Simple to play –No equipment required other than: a calculator for the tutor a whiteboard/flipchart for recording results The game (each round) –Students have to select a number from 0 to 100 –A prize is given in each round to the student who selects a number closest to 2/3 of the mean

Game 6: A Keynesian Beauty Contest Each person of N-players is asked to choose a number from the interval 0 to 100. The winner is the person whose choice is closest to p times the mean of the choices of all players (where p is, for example, 2/3). The winner gets a fixed prize (e.g.a chocolate). The same game should then be repeated for several periods. Students are informed of the mean, 2/3 mean and all choices after each period. Students should write down each time (or at the end) a brief comment about how they came to their choice. Time to think in each period: about 3 minutes

Game 6: Reflections Link1 Link 2Link1Link 2 At the end –Students can be asked to explain their decisions Can demonstrate: –Expectations formation –Iterative thinking / progression –Movement to Nash equilibrium

References Classroom Expernomics – Charlie Holts Games papers – Charlie Holts Veconlab – Charles A. Holt, Markets, Games and Strategic Behaviour, Pearson/Addison Wesley, 2006 Bringing Economic Experiments into the Classroom (FDTL5 project: Univ. of Exeter) –