Teachers

What is the SIERgame?

SIER (Simulation of International Economic Relations) is a macroeconomic multi-country game that can be used as a practical assignment or an experiment. It is played over the Internet.

How is it set up?

The setup of the SIERgame is as follows. The class is divided into groups of 3 to 4 students. Each group has its own PC with Internet connection and represents the government of a country. The economies of those countries are connected. The governments implement economic policies over a number of playing rounds. This changes the economic situation in their own country, but because of the links between the countries, also in the other countries. The state of the economy affects the political support the government has. That political support depends on how much citizens can consume, employment and the degree of price stability. In addition, the government must ensure that there are enough gold and foreign exchange reserves. If the balance of payments deficits increase, this supply may run out and the government will face certain punitive measures.

At the beginning of the game, political support is still equal in all countries, but this changes in the course of time. In the first playing round, all countries submit their policies on the computer. The computer calculates the consequences of these policies for the state of the economy in all countries and thus for the political support in those countries. This situation is then immediately the starting position for the second playing round. The governments again introduce their policies. The computer again calculates the effect on the economies of all countries and the political support of their governments. This continues until the final round.

In that final round, it is election time. The winner of the game is the group whose political support in that final round is the highest in the world: that country has the happiest inhabitants and therefore its government has the best chance of being re-elected. The condition is that the political support at the end of the game is higher than at the beginning (which is by no means always the case).

What are the didactic goals of the game?

  1. SIER should accomplish a link between macroeconomic theory and practice: in the game theory processing and simulation of economic reality should complement each other. SIER should therefore function alongside regular lessons.
  2. SIER must appeal to and motivate students for the subject of economics, challenge them and substantively take them a step further in their understanding of the relationships between key variables in economics.
  3. SIER should make students understand the implications of international interconnectedness of countries. In particular, they should learn through SIER, on the one hand, that this interconnectedness complicates policy choices because other countries (players) will react to their own policies, and on the other hand, that cooperation between countries may be desirable.

During the development of the game, the precondition was that the teacher should be able to vary the game in a number of respects, but also that, for the sake of the shortest possible familiarisation time for the teacher, a standard variant should be available that a class can start using immediately.

Roadmap

The teacher should take the following steps sequentially when introducing a game. Click on the underlined pieces of text to retrieve the relevant section.

  1. Study the game description including the demonstration.
  2. Create a weekly schedule, following these weekly schedule tips.
  3. Create a team schedule, following the team assignment tips described in the Teacher's guide.
  4. Announce in class that the SIERgame will be played. In doing so, state:
    • what the team format is,
    • the weekly schedule,
    • if applicable, the prize for the winning team,
    • what will happen during the playing rounds and what is expected of the students,
    • that the students should study the game description and demonstration before the start of the introductory lesson and indicate that they can find it at the following Internet address: www.siergame.nl,
    • that in each game week they should bring to class a printed blank period sheet for each team,
    • that in the first two rounds of play no import tariffs should be set (otherwise the emphasis will be too much on trade relations and not enough on internal developments. The teacher may deviate from this if desired when creating the game),
    • that attendance is mandatory and that a student who is absent independently must complete and turn in a period sheet,
    • that they must submit the final report to you within two weeks of completion and that they can find the requirements for this at www.siergame.nl under Players and within that choose Final report.
  5. Start the game outside of class time. To do so, go to www.siergame.nl, click “Login,” and then enter the World name and Moderator's password you received when you purchased the license. After logging in, start a game by performing the steps found in the Teacher's guide. For the standard version, choose the options found in the manual:
    • choose as game level: Real Economy – Basic
    • indicate the number of countries in the game (see step 3 above)
    • choose the desired language (English or Dutch)
    • tick all options on the same page
    • press the “Initialize” button.
    If you are simulating two worlds (= two separate games) in your class, you need to start both worlds.
  6. Inform each team individually (by e-mail or on paper) on how to log in during the game. Teams log in as follows:
    • go to the website www.siergame.nl,
    • select “Login”,
    • enter the World name of the game (this is the same World name as for the teacher),
    • under 'Your role in the game' select the country belonging to that team,
    • enter the team password (this password is different from that of the teacher and from that of the other teams). Mention that they can always log in to this, including from home, and submit their policies (which they can overwrite later), but that the effects of those policies will only be calculated in class during the game sessions.
  7. Introduction lesson: Using this presentation discuss the essence of the SIERgame and the demonstration for students.
  8. Trial round: for the first play round, have students introduce policies, call (for trial purposes) a team forward to justify their policies as if it were a real playing round, and then have students look at the results of those policies on their screens. The teacher's tasks during this trial round are similar to the tasks during the real playing rounds: walk around, encourage discussions (within and between countries) and answer questions.
  9. After the trial round ends, go to "Options during game" and click "Go back to previous period," so students can start with a clean slate the following week.
  10. During all playing rounds of the game, you as the teacher will walk around, encourage discussions (within and between countries) and answer questions. If you use the timer, you may need to turn on that timer at the start of each new period. If desired, you can adjust the maximum time per period during the game.

    At each game round you can see whether the gold and foreign exchange reserves of one or more teams have been exhausted, indicated by a negative value of those reserves displayed in red on the screen and a red color of the box with the number of the corresponding country in the lower right corner of the screen. The players of that country are shown a notice on their screen at the beginning of the playing period that a red card will be given. The instructor then hands that team a red card stating the restrictions imposed on that team regarding the policy to be followed for the next playing round. An example of a red card can be found here.

  11. Other tips during the game:
    • In the first two playing rounds, prohibit setting import tariffs. This is set by default in the startup screen of the game.
    • During the first four playing rounds, leave the default option unchanged where students are allowed to see the goods market graph all the time. If the discussions and presentations indicate that students have sufficient understanding of the economics of the game, disable this option (see the Teacher's guide on how to do this). Students should then be able to draw this graph themselves.
    • If necessary, when the game is halfway through, encourage the countries to cooperate. This can then be cooperation between some countries or between all countries.
    • Link back to developments within the game regularly in regular lessons. The idea is that with SIER you will lay a foundation for explanation during regular lessons and that with SIER students will recognize and fill in the gaps in their knowledge. With SIER, theory should come alive for the student. Typically, for example, students appear to realize only as the game progresses, that there are supply-oriented policies in addition to demand-oriented policies. Suggestions for this connection: in regular lessons refer to the main lines of economic policy in practice and its effects in the SIERgame, such as
      • reduction of income taxes,
      • reduction of employers' social security taxes,
      • reduction of profit tax,
      • increase in VAT,
      • international conflicting policies (value of the dollar, trade policy) versus consultations in bodies such as WTO, G7, G20.

    If desired, also pay attention to the limitations of models in general, applied here to the model underlying SIER. Examples of limitations of those constraints are:

    • the assumption that an exchange rate change would not lead to effects attributable to created uncertainty,
    • the assumption that lower benefits would not encourage unemployed people to look harder for jobs,
    • the assumption of full competition,
    • the assumption that individuals exhibit predictable behavior.
  12. Do not announce when the final playing round is, this is to prevent students from focusing only on short-term gains in that round. After calculating the effects of policies for the last time, check to see if there is a winner (that is, if at least one team finished with political support higher than 100.00) and declare the winner (and, if applicable, present the prize). You remind students of their obligation to turn in the final report to you in a timely manner.

Game description

  1. Demonstration

    This demonstration explains the interface of the SIERgame using images from the game itself. There is also a student version of this presentation that can be used in the introductory lesson.

  2. Essence of the game

    This Powerpoint presentation can be used to discuss the essence of the game in class. The presentation is a summary of the full game description (see below) which students should study at home beforehand.

  3. Full game description

    The game description of the version best suited for use in upper secondary school can be found here.

Licenses

  • Test licenses

    Do you want to try the game for free? Fill out this form for a test license. You will then receive a free test license which allows you to play the game at your school site. The test license is valid until the end of the school year.

  • Licenses

    Did you try the game last year and do you want to use it in the coming year? Then you can buy a license for the SIERgame. The following licences are available:

    1. Small-school license

      You purchase the right to play the SIERgame for a full school year at your school site. You get two World names to play two games (two "worlds") at the same time. With each World name you will get the passwords so that you can play with up to ten teams per game. You can play as many times as you want. This is useful, for example, if you want to check the effects of certain policy instruments for yourself in between classes.

      Price: EUR 199 excl. 21% VAT per school location per school year.

    2. Medium-school license

      You purchase the right to play the SIERgame for a full school year at your school site. You get four World names to play four games (four "worlds") simultaneously. With each World name, you get the passwords so you can play with up to ten teams per game. You can play as many times as you want. This is useful, for example, if you want to check the effects of certain policy instruments for yourself in between classes.

      Price: EUR 299 excl. 21% VAT per school location per school year.

    3. Large-school license

      You purchase the right to play the SIERgame for a full school year at your school site. You get six World names to play six games (six "worlds") simultaneously. With each World name, you get the passwords so you can play with up to ten teams per game. You can play as many times as you want. This is useful, for example, if you want to check the effects of certain policy instruments for yourself in between classes.

      Price: EUR 399 excl. 21% VAT per school location per school year.

    The General terms and conditions apply to licenses issued. By applying for a license you accept these general terms and conditions.

– SIERgame