Cookie preferences

HundrED uses cookies to enhance user experiences, to personalise content, and analyse our web traffic. By clicking "Accept all" you agree to the use of all cookies, including marketing cookies that may help us deliver personalised marketing content to users. By selecting "Accept necessary" only essential cookies, such as those needed for basic functionality and internal analytics, will be enabled.
For more details, please review our Cookie Policy.
Accept all
Accept necessary
search
clear

RealEcon Game

Science of economics gamified

The problem is the versatility and difficulty of economics curriculum for IB and A-level students, with plethora of concepts, policies and their effects, mostly combined with graphs to be memorised by heart. The solution is a browser game, where the player takes the tole of the government of an imagined country. The player should react to different scenarios, imposing right policies.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

2023

Established

-

Children

1

Countries
Updated
May 2023

About the innovation

Why did you create this innovation?

I am a 17-year-old IB student in an international student, who has been struggling with revision for the Economics HL exam at the end of my first year. I came across the problem of number of concepts in the economics curriculum. I outlined 2 things, which are the most difficult: to memorise the effect of each policy and how it is represented on the graph. I marked them as problems.

What does your innovation look like in practice?

The innovation addresses the problems directly, as most students 16-18 years old are more engaged, when they have to react to different scenarios, such as slow economic growth, unequal income distribution, high unemployment rate, trade wars, low technological advancement, protests as a result of high taxes etc. The players can implement monetary/fiscal policies, supply-side policies etc.

Students play the game and clearly see the effect of each of the policies they decided to impose as a reaction to the certain situation, as indicators (such as GDP, trade balance, inflation rate, unemployment, public support etc.) of the imagined economy, which they have to develop, change. Thus, students can analyse what changes the policy causes, memorising the effects of all of them.

The second problem is solved as well, as the effect of each policy imposed by the player is visualised graphically. Therefore, the students get more familiar with graph drawing and can remember it more distinctly.

How has it been spreading?

The game is under active development.

The roadmap can be find on the website:

If I want to try it, what should I do?

The game is free and can be played by anybody on its website. It can spread very fast, as it efficiently solves students' problems in an entertaining manner.

Spread of the innovation

loading map...