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Presentation transcript:

Classroom Experiments

Strengths and Weaknesses Strengths –motivation, involvement, empathy, fun! –encourages active and deep learning –illustration and contextualisation –evidence that they have a positive impact on students learning –one way of dealing with the heterogeneity of students

Potential weaknesses –over-simplification –not taken seriously –coverage –preparation time Strengths and Weaknesses

Overcoming the drawbacks –clear guidelines –feedback and reflection –drawing on concepts in later classes –linked to seminar activities See Economics Network site for a range of games and tips on their use Strengths and Weaknesses

Background One of the first classroom experiments (Chamberlin 1948) Referring to this game Holt(1996) stated that it: would be my clear first choice if I were limited to a single lecture in a microeconomics course at any level Game 1: A market 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 trading pit/offer,counteroffer and haggling –Mark their gain on their sheet –No deal gives no gain or loss Game 1: A market game

Game 1: Reflections Prices normally converge to competitive equilibrium Price convergence tends to be slower and variance of prices is greater than oral double auction However pedagogic advantages Sometimes negotiating ability of one side of the market is much better –Normally buyers

Game 1: Reflections Easy to demonstrate producer and consumer surplus Helps introduce the concept of efficiency Can discuss information issues Can introduce a tax of £x on suppliers or price ceilings/floors Monopoly version (one person has all black cards)

£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 3: Public goods game Aim –Aim is to make as much money as possible, irrespective of what others make Activity –Each person (or pair) is given four cards of the same value (e.g. four threes or four queens) –Each person plays two cards each round Scoring –Black cards have no value –Red cards are worth £1 for everyone if played and £4 just to the individual if not played.

Game 3: Reflections Very easy to set up and fun to play –Can easily be played in a seminar –Flexible: can be played with up to 13 individuals or pairs Can demonstrate –Public goods and external benefits –Prisoners dilemma and Nash equilibrium –Collusion versus competition –Motivation and altruism

Game 4: Production function game Activity –Production runs (2) in a factory, involving moving balls from one place to another –Extra workers are added one at a time Equipment: –About 30 balls (e.g. tennis balls) –4 buckets (or baskets or cardboard boxes) Students divided into two teams –Object to get as many balls from one end to the other in 30 seconds

Game 4: Reflections Easy to set up and fun to play –Can bring alive a potentially dry subject area –Flexible: can be played with 1, 2 or more teams Can demonstrate –Diminishing returns –TP, AP and MP –Can derive TC, AC, MC, TR, AR, MR and Profit –Shifts and movements along product and cost curves from technological change –Effects of changing fixed and variable costs

Game 5: Prisoners dilemma game Activity –Each person is given two playing cards – one black (Clubs or Spades) one red (Hearts or Diamonds) –They play one card each round and are matched to another person –Pay-offs depend on the card chosen by each individual and the person they are matched with

Game 5: Reflections Very easy to set up and fun to play –Can easily be played in a seminar –PDG was judged the most effective game by first year students last year Can demonstrate –How the extent of cooperation is affected by Pay-off incentives One shot vs. repeated interaction –Motivation, social preferences and intrinsic reciprocity

Game 6: Auctioning a pound coin Activity –This is a simple auction of a pound coin –The only difference is that both the winner and the next highest bidder have to pay At the end –The money earned can be returned to students (but dont tell them this at the start). –A discussion can then take place about the issues raised

Game 6: Reflections Simple and flexible –Simple equipment: a pile of pound coins and a sheet for recording results –Can be played in a seminar group Can demonstrate –Sunk costs and marginal costs –Risk attitudes –Collusive bidding –Concepts of equity

Game 7: 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 7: 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 7: 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

Game 8: Tradable Permits Game Six teams –Each represents a polluting firm –Each team is given a worksheet and a marginal abatement cost (MAC) curve Each team is given an emissions allocation –The same for all firms (1480 units) Round 1 –Establishes cost of abatement with no trading Round 2 –Teams can now trade allocations –Price is adjusted by tutor until demand equals supply –Establishes the cost with trading at market clearing price

Game 8: Reflections Uses MC = MR analysis in a different context Demonstrates how emissions trading can achieve any given pollution reduction at minimum cost Flexible: no. of permits can be varied to demonstrate –Effect on equilibrium price –Abatement costs Seminar can analyses worksheets of all teams after the game