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Supply and Demand Game

Supply and Demand Game . Cap and Trade. Object. The object of the game is to have the most money at the end of three rounds . WINNER: Prize = Piece of Candy + Power T. Each student will receive $10 only once, at the beginning of the first round. . Identity Phase.

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Supply and Demand Game

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  1. Supply and Demand Game Cap and Trade

  2. Object • The object of the game is to have the most money at the end of three rounds. • WINNER: Prize = Piece of Candy + Power T

  3. Each student will receive $10 only once, at the beginning of the first round.

  4. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  5. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  6. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  7. (The teacher records trade values in real time on a supply/demand plot. Each trade will be a single point with number of transactions (x axis) and average price (y axis).)

  8. Pollution • For each successful trade using Diamonds, two Pollution Tokens are placed in the bowl. • For each successful trade using Hearts, one Pollution Token is placed in the bowl.

  9. After each game, the teacher will calculate and display the average price and quantity and graph this point. They will also list the number of Pollution Tokens in the bowl and then empty the bowl.

  10. After three rounds, the game ends. The teacher calculates the overall average price and average quantity and graphs this point. They will also list the average number of Pollution Tokens in the bowl per round.

  11. Supply and Demand (Round 1) • NO Restrictions to trade • 3 rounds

  12. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  13. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  14. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  15. Supply and Demand (Round 2) • NO Restrictions to trade

  16. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  17. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  18. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  19. Supply and Demand (Round 3) • NO Restrictions to trade

  20. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  21. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  22. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  23. Discussion • In general, what was your goal? • Why was this important? • Why was the insider trading phase important? • Did you care about the pollution tokens?

  24. Carbon Tax (Round 1) • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, both the buyer and seller must pay $1 to the bank per Pollution Token placed in the bowl.

  25. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  26. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  27. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  28. Carbon Tax (Round 2) • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, both the buyer and seller must pay $1 to the bank per Pollution Token placed in the bowl.

  29. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  30. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  31. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  32. Carbon Tax (Round 3) • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, both the buyer and seller must pay $1 to the bank per Pollution Token placed in the bowl.

  33. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  34. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  35. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  36. Discussion • What was the effect of a Pollution Tax? • What might make the Pollution Tax more fair? On sellers only? On buyers only?

  37. Cap and Trade (Round 1) • Each Seller is given a certain amount of Permit Tokens. • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, the seller must place either one (for Hearts) or two (for Diamonds) Permit Tokens in the bowl.

  38. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  39. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  40. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  41. Cap and Trade (Round 2) • Each Seller is given a certain amount of Permit Tokens. • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, the seller must place either one (for Hearts) or two (for Diamonds) Permit Tokens in the bowl.

  42. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  43. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  44. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  45. Cap and Trade (Round 3) • Each Seller is given a certain amount of Permit Tokens. • During Market Phase, for each transaction recall there will be either one or two Pollution Tokens placed in the bowl. For each transaction, the seller must place either one (for Hearts) or two (for Diamonds) Permit Tokens in the bowl.

  46. Identity Phase • Each student will receive a new card at the beginning of each round. • Students with red cards are sellers. They are willing to sell their unit of energy for at least the face value of their card. • Students with black cards are buyers. They are willing to buy their unit of energy for no more than the face value of their card

  47. Insider Trading Phase • Gather sellers on one side of the room and buyers on the other side of the room. • Groups will be given 2 minutes to trade amongst themselves in any way they wish. • This may involve money changing hands, but will not result in additional money from the bank or Pollution Tokens.

  48. Market Phase • Sellers and buyers gather in the middle of the room for 5 minutes. • Students make offers between themselves involving exactly one seller and one buyer. • When a price is agreed upon, the students turn in their cards to the banker. • The banker checks that the deal can be made (the agreed upon price is at least the seller’s minimum price and no more than the buyer’s maximum price). • If the deal can be made, the banker takes the cards and pays each player his/her surplus value.

  49. Discussion • What was the effect of the permits? • What might make the Permit Tokens more fair? On sellers only? On buyers only?

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