In this game, students experience the forces of supply and demand directly by trading emoji on Breakeven.
Similar to the double-auction supply and demand experiments conducted by Chamberlin (1948) and Smith (1962), students are assigned roles of buyers or sellers, and given price limits. They trade by posting public or private offers, or accepting the offers of others.
After trading has finished, use interactive charts to explore the trading data and confirm whether equilibrium was achieved, as predicted by supply and demand theory!
Students buy and sell emoji on a powerful, real-time trading platform, designed solely for education. Can be accessed on any smartphone, tablet, or computer; in-person or remotely.
Comprehensive range of pre-configured 10-30 minute activities, each designed to teach a single topic. Includes a lesson plan and interactive debrief slides, which explain the theories involved and summarise trading outcomes.
Engage students with social and game elements, such as a news feed, teams/groups, personalised avatars, and rewards.
Incorporate auctions, labour markets, manufacturing of goods, and derivative securities into activities.