Research Article
Introducing Concepts Through Games in the Economics Classroom
Anthony R. Delmond(a), Joey E. Mehlhorn(a), and R. Shawn Nanney(a)
(a)University of Tennessee at Martin
JEL Codes: A22, F17, Q37
Keywords: active learning, classroom games, economics education, international trade
First Published Online: May 13, 2026
Abstract
Faculty in higher education increasingly belong to Gens X and Y, while their students primarily fall into younger Gens Z and Alpha, who demonstrate higher reliance on technology, shorter attention spans, and increasing preference for interactive learning models. To provide a learning environment that is more compatible with contemporary students’ learning preferences, faculty have increasingly implemented hands-on applications such as classroom games. We examine the effectiveness of an interactive, immersive game on student learning. This internally produced trade game has been adapted to address multiple concepts (e.g., immigration, trade barriers, and political conflict) in the context of an upper-division trade course. While this game had previously been used primarily to reinforce rather than introduce concepts, its most basic iteration can be used as an introductory tool. We have engaged introductory-level economics/business courses in the College of Business and the College of Agriculture to assess learning outcomes and student satisfaction from a variety of teaching methods. Participants were selected into lecture (face-to-face and online) or game treatments (randomly assigned of self-selected teams). Results indicate that, despite the majority preferring the game to lecture, the conventional face-to-face lecture demonstrates the largest improvement in student learning outcomes, though all methods exhibited net gains.
References
Becker, K. 2021. “What’s the Difference Between Gamification, Serious Games, Educational Games, and Game-Based Learning.” Academia Letters 209(2):1–4. https://doi.org/10.20935/AL209
Burch, G.F., R. Giambatista, J.H. Batchelor, J.J. Burch, J.D. Hoover, and N.A. Heller. 2019. “A Meta‐Analysis of the Relationship Between Experiential Learning and Learning Outcomes.” Decision Sciences Journal of Innovative Education 17(3):239–273. https://doi.org/10.1111/dsji.12188
Cecchinato, G., R. Papa, and L.C. Foschi. 2019. “Bringing Game Elements to the Classroom: The Role of Challenge and Technology.” Italian Journal of Educational Technology 27(2):158–173. https://doi.org/10.17471/2499-4324/1078
Chapman, K.J., M. Meuter, D. Toy, and L. Wright. 2006. “Can’t We Pick Our Own Groups? The Influence of Group Selection Method on Group Dynamics and Outcomes.” Journal of Management Education 30(4):557–569. https://doi.org/10.1177/1052562905284872
Cruickshank, D.R., and R. Telfer. 1980. “Classroom Games and Simulations.” Theory Into Practice 19(1):75–80. https://doi.org/10.1080/00405848009542875
Durham, Y., T. McKinnon, and C. Schulman. 2007. “Classroom Experiments: Not Just Fun and Games.” Economic Inquiry 45(1):162–178. https://doi.org/10.1111/j.1465-7295.2006.00003.x
Ebner, M., and A. Holzinger. 2007. “Successful Implementation of User-Centered Game Based Learning in Higher Education: An Example from Civil Engineering.” Computers & Education 49(3):873–890. https://doi.org/10.1016/j.compedu.2005.11.026
Fernández-Raga, M., D. Aleksić, A.K. İkiz, M. Markiewicz, and H. Streit. 2023. “Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers.” Sustainability 15(4):3706. https://doi.org/10.3390/su15043706
Ferrer-Valdivia, N., V. Herrera-Barraza, and C. Garrido-Urrutia. 2025. “Learning Styles in Undergraduate Dentistry Students: A Systematic Review.” Japanese Dental Science Review 61:79–89. https://doi.org/10.1016/j.jdsr.2025.03.004
Fleming, N.D., and C. Mills. 1992. “Not Another Inventory, Rather a Catalyst for Reflection.” To Improve the Academy 11(1):137–155. https://doi.org/10.1002/j.2334-4822.1992.tb00213.x
Gordon, D., ed. 2024. Universal Design for Learning: Principles, Framework, and Practice, Updated Edition. CAST Professional.
Groff, J., J. McCall, P. Darvasi, and Z. Gilbert. 2016. “Using Games in the Classroom.” In K. Schrier, ed. Learning, Education and Games, Volume Two: Bringing Games into Educational. ETC Press, pp. 19-41.
Hassan, M.A., U. Habiba, F. Majeed, and M. Shoaib. 2021. “Adaptive Gamification in E-Learning Based on Students’ Learning Styles.” Interactive Learning Environments 29(4):545-565. https://doi.org/10.1080/10494820.2019.1588745
Hattie, J., and G. Yates. 2013. Visible Learning and the Science of How We Learn. Routledge, Taylor & Francis.
Ismaizam, N.M., S.F.A. Rahman, S. Ahmad, N. Nazri, N. Idris, N. Ali, et al. 2022. “An Integration of Game-Based Learning in a Classroom: An Overview (2016-2021).” International Journal of Academic Research in Progressive Education and Development 11(1):1207–1221. https://doi.org/10.6007/IJARPED/v11-i1/12347
Kangas, M., A. Koskinen, and L. Krokfors. 2017. “A Qualitative Literature Review of Educational Games in the Classroom: The Teacher’s Pedagogical Activities.” Teachers and Teaching 23(4):451–470. https://doi.org/10.1080/13540602.2016.1206523
Kiessling, L., J. Radbruch, and S. Schaube. 2022. “Self-Selection of Peers and Performance.” Management Science 68(11):8184–8201. https://doi.org/10.1287/mnsc.2021.4267
Lehman, M.E. 2019. “Using VARK Learning Styles to Predict Instructional Preferences.” NACTA Journal 63(2):109–114.
Mantha, M.S.R., and P.V. Krishna. 2024. “A Comparitive Study of the Learning and Training Preferences Between Engineering Students Across Baby Boomers, Gen X, Gen Y and Gen Z.” Journal of Information Systems Engineering and Management 10(35S):791–801. https://doi.org/10.52783/jisem.v10i35s.6061
Ramírez, D., E.J. Guzmán-Lavín, J. Pulgar, and C. Candia. 2025. “Self-Select Groups Increase Stability but Reduce Collaboration in High School Physics.” Physical Review Physics Education Research 21(1):010157. https://doi.org/10.1103/PhysRevPhysEducRes.21.010157
Saetang, S. 2025. “A Study of Generation Z on Their Learning Styles, Online Learning Methods and Search Strategies.” Journal of Applied Informatics and Technology 7(1):1–11. https://doi.org/10.14456/jait.2025.1
Sailer, M., and M. Sailer. 2021. “Gamification of In‐Class Activities in Flipped Classroom Lectures.” British Journal of Educational Technology 52(1):75–90. https://doi.org/10.1111/bjet.12948
Subagja, S., and B. Rubini. 2023. “Analysis of Student Learning Styles Using Fleming’s VARK Model in Science Subject.” Jurnal Pembelajaran Dan Biologi Nukleus 9(1):31–39. https://doi.org/10.36987/jpbn.v9i1.3752
Tewari, R., N. Zuo, M. Bampasidou, A.R. Delmond, L. Hu, T. McCarty, et al. 2024. “Innovate to Lead: Curriculum Innovations to Meet Students’ Needs in Applied Agricultural Economics and Agribusiness Programs.” Applied Economics Teaching Resources 6. https://doi.org/10.71162/aetr.206016
Vlachopoulos, D., and A. Makri. 2017. “The Effect of Games and Simulations on Higher Education: A Systematic Literature Review.” International Journal of Educational Technology in Higher Education 14:1–33. https://doi.org/10.1186/s41239-017-0062-1
Whitman, G.M. 2023. “Learning Styles: Lack of Research-Based Evidence.” Clearing House: A Journal of Educational Strategies, Issues and Ideas 96(4):111–115. https://doi.org/10.1080/00098655.2023.2203891
Wilson, K.D. 2023. “Simulating a Water Market: An In-Class Activity to Compare Market Efficiency Under Various Institutions and Relative Advantages of Agents.” Applied Economics Teaching Resources 5(3). https://doi.org/10.22004/ag.econ.338387
Yfanti, A., and S. Doukakis. 2022. “Debunking the Neuromyth of Learning Style.” In GeNeDis 2020: Computational Biology and Bioinformatics. Springer, pp. 145-153. https://doi.org/10.1007/978-3-030-78775-2_17
CRediT Author Statement: Anthony R. Delmond: Conceptualization, Data curation, Formal analysis, Investigation, Methodology, Project administration, Supervision, Writing – original draft, Writing – review & editing; Joey E. Mehlhorn: Conceptualization, Investigation, Project administration, Supervision; R. Shawn Nanney: Project administration; Writing – review & editing.
Articles in this issue
The Cost of Capital of Walmart, Kroger, Albertsons, Costco, and Publix in 2025
Carlos J.O. Trejo-Pech
Cobb–Douglas Production Functions: Bringing Theory and Statistics Together in the Intermediate Micro/Macro Classroom
Mark L. Burkey
Evolving Curriculum to Prepare Students to Solve Problems That Don’t Yet Exist: The Application of Horizon-Scanning
Joe Parcell(a)
Strengthening Macroeconomics Training to Prepare Agribusiness Students for a Changing Economic Landscape
Gulcan Onel, Jennifer Clark, Caleb Stair, Jared Gars, and James Seale Jr.
Avoid Falling from the Enrollment Cliff: Finding Treasures from Rural Areas May Be a Solution for Some Universities
Kuan-Ming Huang and Joshua G. Maples
Skills and Capabilities Needed for Agribusiness Graduates
Ifeloluwa R. Odiase , Aaron J Johnson, W. Scott Downey , and Rodney B. Holcomb
Technical Skills and Their Roles in Agribusiness Supply Chain Management Education
Ryan Loy, Logan L. Britton, and F. Bailey Norwood
Juggling Students and Industry Needs: Redesigning an Academic Agribusiness Program
Serhat Asci, Todd Lone, and Pei Xu
Re-engaging Traditional Students and Attracting New Talent to Agricultural and Applied Economics Curricula and Agribusiness Careers
English Ratliff, Sierra Howry, Kenrett Jefferson Moore, Jerrod Penn, Mohammed Ibrahim, et.al
Designing a Farm and Ranch Management Plan: A Teaching Template
Nicole Karwowski and Beth Shirley
Seven Editions of Pedagogical Innovation: Insights for Developing an Agribusiness Management Curriculum for the Twenty-First Century
Jay Akridge, Freddie L. Barnard, Brady E. Brewer, W. David Downey, John C. Foltz, Trey Malone
A Transdisciplinary Approach to Undergraduate Sustainability Education: Resource Economics by Way of Business and Science
Anna A. Klis and Laura Jackson Young
International Food Safety Regulations in the Almond Industry: Insights, Regulations, and Strategies
Mina Hejazi, Jeta Rudi-Polloshka, Karla Ahumada, and Amanda Lathrop
Simulating Farm-Level Decision-Making in Smallholder Farming: The Green Revolution Game as an Experiential Tool for Teaching Agricultural and Development Economics
Stephen C. Mukembo and Kelly R. Wilson
Simulating Store Management and Competition in Food Retailing
Richard Volpe and Jeremiah Danley
Introducing Concepts Through Games in the Economics Classroom
Anthony R. Delmond, Joey E. Mehlhorn, and R. Shawn Nanney
SideQuest: How a Custom-Built Gamification Platform Can Improve Student Learning and Socialization
Chris Finaret and Jesse Cirimel
Teaching Approaches to Ethical Generative Artificial Intelligence Use in Agricultural Economics Classrooms
Bailey Peterson-Wilhelm, Merri E. Day, Priyanka Sharma, Jiyeon Kim, Lonnie Hobbs Jr.,. et.al
A Commentary on Extension Programming: An Overview of the Extension Program Related to Genetic Selection and Profitability on Dairy Farms
Rebecca L. Weir , Joleen C. Hadrich


