Economic Games
Flip or Flop - Soccer Clubs, an investing game
Flip or Flop is a game where up to 6 students take on the role of investors, bidding on soccer clubs to trade for profit in the second round of the game. The game exercises problem-solving, comparing, planning, and numeracy.
Standards Covered
Cause and Effect, Multiplication and Multiples, Market Cycles, Free Markets, Return on Investment, Risk Management, Opportunity Cost
- What You GetRules
- Pre- and Post-Game Lesson Prompts
- 30 Cards featuring Major Soccer Clubs, 30 Point Cards
- 60 $1 bid tokens
Flip or Flop, an investing game
Flip or Flop is a game where up to 6 students take on the role of investors, bidding on real companies to trade for profit in the second round of the game. The game exercises problem-solving, comparing, planning, and numeracy.
Standards Covered
Cause and Effect, Multiplication and Multiples, Market Cycles, Free Markets, Return on Investment, Risk Management, Opportunity Cost
What You Get
- Rules
- Pre- and Post-Game Lesson Prompts
- 30 Stock Cards, 30 Point Cards
- 60 $1 bid tokens
Flip or Flop - Periodic Elements, an investing game
Flip or Flop is a game where up to 6 students take on the role of investors, bidding on soccer clubs to trade for profit in the second round of the game. The game exercises problem-solving, comparing, planning, and numeracy.
Standards Covered
Cause and Effect, Multiplication and Multiples, Market Cycles, Free Markets, Return on Investment, Risk Management, Opportunity Cost
What You Get
- Rules
- Pre- and Post-Game Lesson Prompts
- 30 Cards featuring Element information, 30 Point Cards
- 60 $1 bid tokens
STEM Games
Civics and Historical Games
Not It!, a presidential succession game
The game exercises problem-solving, planning, numeracy, and historical literacy.
Standards Covered
- Vocabulary
- Summarizing
- Inferencing
- Classifying
- Branches of Government
- Presidential Succession
What You Get
- Rules
- Pre- and Post-Game Lesson Prompts
- 48 Cards, 1 - 8 in 6 colors
Vocabulary-Building Games
Creative Warm-Ups
Rebus Brain Teaser Booklet
50 word riddles for fun team-based warm-ups. Shown to increase collaboration during the regular classroom period.
No rules necessary. Simply leave the booklet at a group table and watch the teams investigate and solve on their own.
Testimonials
“He’s still D&D strong. Has several groups he plays with and, over the years, got his oldest brother into it, too. [He] wanted me to let you know that he leads some of his groups and he learned a lot from you.”
- Tara, Parent (SandboxEd Group)
“[He] is still in a gaming group today! He is in the early college program at Crockett. Thank you for encouraging him on his learning path!"
- Clara, Parent (SandboxEd and Entrepreneurship Groups)
“He really loved playing with you and the group! Such awesome memories he said! He mentioned getting the group back together for another session lol.”
- Tina, Parent (Entrepreneurship Group)
Behavior Policies
|
We operate in a “magic
circle.” This term refers to the responsibilities and rules of play expected when a player steps into a game world. |
We dedicate the first session of every class to discussing, agreeing to and codifying a set of standards unique to each group. Democratization encourages students to uphold the honesty, fairness and community he or she helped define.
|
Our core policy is constant:
cooperation is not about helping each other win, it's about helping each other play. |