Try This: The Candy Experiment
First, a public service announcement. Do not average real grades. Your principal and every parent on your email list will thank you. (You’ll thank yourself, too, and have fewer irate emails in your inbox. 😉)
Use something lower stakes instead. This takes ten to fifteen minutes.
- Round one: Give a quick five-question quiz on content you’re already teaching. Each correct answer earns one piece of candy, a sticker, or a ticket toward a class reward. Students keep what they earn. Record the class total.
- Round two: Announce a new rule. All rewards go into one pile and get split equally, no matter who answered what. Give a second quiz of the same length and difficulty. Record the total again.
- Round three: Ask the class to design a rule that keeps some sharing but brings the effort back. Try it on a third quiz.
(If your school doesn’t allow food, tickets toward five minutes of free time work just as well. Incentives are not picky.)
Fair warning: you may not get a dramatic collapse in ten minutes. Some students will keep working hard out of pride, habit, or pure competitiveness. That’s not a failed experiment. That’s a discussion question. Why did they keep going?
Then debrief:
- What changed between round one and round two? Who changed the most?
- Did anyone keep working hard in round two? What kept him or her going?
- Is it ever fair to split rewards equally? When?
- What rule did you design in round three, and did it work?
- Where else have you seen the free rider problem: at home, on a team, or online?
Add a Soundtrack to Economics
If you want the idea to stick, put it to music.
Lessons in Lyrics: “Incentives Matter” teaches the same principle through original songs in pop, country, and rap versions. (Pick the one your students will roll their eyes at least. Or the one they’ll roll their eyes at most. Either approach will work.) The guide includes a story students love about a town that paid a bounty for every rat tail turned in, right up until people started breeding rats to collect the reward.
The guide also includes an activity called “Design a Game, Then Break It,” which pairs perfectly with round three of the candy experiment. Students build a set of rules, then hunt for the loopholes. It’s a crash course in unintended consequences, and it’s a lot of fun.
The Grade Experiment guide suggests this pairing, too. Students watch one of the songs, then compare how incentives work in the song with how they worked in the classroom experiment. If your class wants to keep going after that, SITC.org’s Economic Systems module is a good next stop.