Fourteen classroom games on one engine. Students join on their phones in seconds and play three rounds against a real business model. Each game has its own world, its own look, and a guide to playing it.
Open a game on the projector to run it, or read its guide first. Every guide covers the decisions, the scoring, tips for players and a run sheet for facilitators.
Learn one game and you can run all fourteen. Only the decisions and the model behind them change from course to course.
Students scan the QR on the projector, type a first name and land in a team with a role.
Each round, teams predict their own result, then make their decisions against a timer.
The model scores every team. An event card changes the market before the next round.
Podium, awards and debrief questions, then a short written reflection. Export it all as CSV.
The facilitator picks the mode before starting. Every game supports all three.
One decision per team. The Lead submits while the Analyst, Treasurer, Risk officer and Voice argue it through. Best for 20 to 60 students.
Every student runs their own company in the same market. Computer players fill empty seats, so any class size works.
Students decide individually inside a team. Team scores are the average, so you get teamwork and individual evidence.
Every game scores performance on the course measure, resilience to shocks and stakeholder trust, plus points for predicting your own result.