96 is an educative board game which simulates economic life. There are eight players in the game: four households, four companies, which alternately trade with each other. Players for its operations receive the same amount of money and different assortment of goods whose quantity is equivalent. There are eight product groups (eggs, water, bread, fruits & vegetables, drinks, meat, milk, coffee). Allowed prices are from 1 to 9 dinars.
At the beginning of the game, each player also becomes the owner of two economics entities which they manage – buy required goods and decide about the prices of their services. There are sixteen entities (three hotels, three restaurants, three cafés, three fast-food restaurants, two bakeries, two butchers). The game simulates one business year that contains 96 games, in which every one of eight players, twelve times decides of happenings on the market by drawing the card from the set of 96 cards. Each card brings into play some new requirement. The first set of 48 cards contains a request for use of additional economics entity’s service (twelve cards for each economics entity, except bakeries and butchers). Each card specifies the content of the service (combination of nine goods). Allowed prices are up to 99 dinars. The second set of 48 cards with economics requirements is a small guidebook about economics. Each card explains the most important economics fundamentals (money, price, market, demand, supply, inflation…) with their reflection on price changes of goods that are in that game. Market competition between players and their economics entities and their reactions on different economics situations caused by laws and economic policy will result in profit, whose maximization is the ultimate goal of the game, as well as the goal of the real market competition.
Relevance to the conference
The relevance of this game is to show board game-based approach to support motivation, learning, and change in studying economics subjects. It is designed as a fun way of entering the world of economics and business. The game will be developed through new sets of cards to different economics topics – entrepreneurship, marketing, finance.
Elementary schools final classes students and their teachers who could use the game to make lessons more interesting and fun. This game is a way to acquire elementary knowledge about economics which may be missed in elementary school programmes.
High school teachers get a different way to motivate students in an educational setting through the use of meaningful, educational game rather than limiting their strategies to being a “talking heads”.
Anyone looking to have fun with a larger company at different places – home, picnic. There is also the opportunity to refresh economics information and knowledge through the set of cards which will be regularly actualized.
The Key goal of the game demo is to introduce the game to relevant conference visitors and to check the potential of the game for learning and motivation and obtain feedback on work.
Attendees won’t be able to access the game remotely because it is a board game. They will, however, obtain more information and explanations including recorded videos during the presentation.
List of the skills that the participants will have acquired after completing the game demo:
- Teachers and other practitioners will have the opportunity to discover a new idea
- They will have the opportunity to learn new board game-based skills that they can integrate with their teaching of economics
- A different, fun way of learning will enable better motivation for students.
- They could improve their understanding of economic fundamentals throughout the game