Life Skills Arcade Middle school Family and Consumer Sciences, grades 6 to 8

Slide outline 2.13

Slides 02.13: The Skittles Market Game and Money Basics Quiz

Unit
Unit 2: Me, My Goals, My Money
Lesson
Lesson 2.13: The Skittles Market Game and Money Basics Quiz
File
Slides 02.13 - The Skittles Market Game and Money Basics Quiz.md

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Lesson 2.13, one day, 11 slides. The slides stay off during trading; only the timer and the fee card are visible. Prices marked [update].

Slide 1

Do now

  • Think of a game or app you play.
  • Who made it? Write one way they make money from you playing.
  • Write it on the top of your ledger. Cover it. Do not discuss.

Teacher notes

Hand out bags and ledgers while they write.

Slide 2

The rules

  • Most Skittles of one color at the final count wins the prize.
  • Any trade is legal. Every trade happens at a house table. The house takes a fee.
  • No eating. No taking. The banker initials your ledger.
  • Count your colors now. Write the start count.

Teacher notes

Image: a house table with a jar, a banker, and two traders.

Slide 3

Round 1

  • THE HOUSE TAKES 1 SKITTLE FROM EACH TRADER, EVERY TRADE.
  • 4 minutes.

Teacher notes

Say nothing during the round. Log who corners, who teams up, who trades a lot, who never trades.

Slide 4

Round 2

  • THE HOUSE TAKES 2 SKITTLES FROM EACH TRADER, EVERY TRADE.
  • "The house raised its price."
  • 4 minutes.
Slide 5

Round 3

  • MEMBERSHIP: PAY 3 SKITTLES ONCE, TRADE FREE ALL ROUND.
  • NO MEMBERSHIP, NO TRADING.
  • "The house has a new plan."
  • 4 minutes.
Slide 6

The count

  • Count your biggest color. Write the end count.
  • Bankers: count the jars. Report the total.
  • Winner announced. Prize given.
  • HOUSE: ______ Skittles.

Teacher notes

Write the house number on the board large.

Slide 7

Who designed this game?

  • Who won? Did the winner trade the most?
  • What did the bankers end with? How many trades did they make?
  • Where did every Skittle in the jar come from?
  • Did the total in the room go up or down?
  • Who designed this game, and what did I get out of it?

Teacher notes

The house set the rules, never took a risk, and got paid on every trade whether the trader won or lost. Say it once.

Slide 8

Three fee plans

  • Round 1: 1 per trade. Round 2: 2 per trade. Round 3: 3 once, then free.
  • Best for a heavy trader? Best for someone who traded once?
  • Thumb vote on each.
  • Fill in Part D.
Slide 9

Fees in real life

  • ATM fee: another bank's machine, about $3 plus your bank's fee [update].
  • Instant transfer fee: the app, about 1.5 to 3 percent to get your money today [update].
  • Subscription fee: every month, whether you use it or not.
  • Commission: a broker or an agent, a piece of every trade or sale.
  • The card network takes a piece of every swipe. You never see it; the store pays it, and prices it in.

Teacher notes

Image: four small pictures: an ATM, a phone app, a streaming logo drawn as a play button, a handshake.

Slide 10

Uncover your do now

  • Read what you wrote about your game or app.
  • One sentence under it: "The maker gets ___ every time I ___."
  • The house does not need you to lose. The house needs you to play.
Slide 11

Money Basics Quiz

  • Candy in the bag. Ledger in the folder. Desks clear.
  • 12 items. 15 minutes. Calculator allowed.
  • The last line is your exit line: one fee you will watch for, and where.
  • Tomorrow: ClassroomStreet. A "commission free" trading app. Guess how it makes money.