A variety of games that can be run in a classroom, with students making choices on their phones and the results being shown on the presentation computer. Running the games requires a free login. Running more than 2 sessions a month or more than 50 people per session requires a paid subscription. Games include Prisoner's Dilemma as well as other well-known non-zero-sum games and games on economic topics including asymmetric information, first-mover advantage, and reciprocity. The Decka software application allows the games to be included directly in Powerpoint presentations.
An in-browser macroeconomic simulator for teaching. It offers a variety of starting scenarios, including real national economies or historical events such as the 2008 crash or 1970s stagflation. The interface graphs six variables over time, with a textual interpretation of how the economy is doing. The user has 14 different "levers" they can alter, covering Central Bank policy, government spending, global shocks and structure, and public attitudes. The first time you use the site there is an optional tour which explains all elements of the interface. Scenarios can be shared by link. A "Methodology and limits" page explains the equations of the model and the sources of data.
Online course consisting of 125 articles, including 72 animated/narrated videos, structured in eight sections. After a "basics" section, it covers Consumers and demand; Firms, production and costs; Market structures and competition; Market failure, welfare and public policy; Labour markets; Information and uncertainty; and General equilibrium and advanced theory. Videos are about five to nine minutes long. Articles include Frequently Asked Questions to go further into some concepts.
Online course consisting of 111 articles, including 70 animated/narrated videos, structured in eight sections. After a "basics" section, it covers Output, growth and business cycles; Inflation, unemployment and expectations; Fiscal policy and public debt; Macro models: IS-LM, AD-AS and beyond; Financial markets and asset pricing; Crises and recessions; and Advanced macro theory. Videos are around four to eight minutes long and each article has Frequently Asked Questions and links to further explanations of concepts.
Online course consisting of 74 articles, each with Frequently Asked Questions, structured as six sections. After "basics", it covers How central banks work; Monetary policy tools and rules; How policy reaches the economy; Financial stability and bank regulation; and Central banks around the world.
Online course consisting of 73 articles, including 41 animated/narrated videos, structured as an introductory section and sections on Regression and inference; Time series; Causal inference and panel data; and Limited dependent variables and advanced methods. Each video is five to ten minutes and structured into chapters.
Communicating Economics is a first-year undergraduate module which helps students critically evaluate economic arguments and communicate economic ideas clearly to specialist and non-specialist audiences. Organised around five perspectives—economics as science, literature, politics, history and philosophy—the module explores how economists use evidence, language and storytelling to inform and persuade. This index includes the syllabus with suggested readings, six tutorial plans setting out practical activities, and an assessment strategy with six example tasks.
An interactive quiz for Advanced Placement microeconomics, based on the game show "Jeopardy!", with 25 statements for which the audience has to come up with questions. The five categories are "Scarcity + Choice", "PPC + Trade", "Demand Basics", "Supply Basics", and "Market Outcomes". It can be played from the browser as an interactive game with two teams; scores are erased when you close the tab. For a fee, this and other games can be downloaded as PowerPoints.
An interactive quiz for Advanced Placement macroeconomics, based on the game show "Jeopardy!", with 25 statements for which the audience has to come up with questions. The five categories are "Macro Basics", "PPC + Growth", "Trade Foundations", "Economic Systems", and "Market Foundations". It can be played from the browser as an interactive game with two teams; scores are erased when you close the tab. For a fee, this and other games can be downloaded as PowerPoints.
These resources aim to help teach statistical numeracy at the 16+ level. Each toolkit includes a slide deck and set of suggested activities using an ONS dataset or tool. The five topics are the Gender pay gap, Inflation, the Census, Health and well-being, and Business, industry and trade. There is a separate Teacher's Guide.
A site explaining economics in plain English for the benefit of young people or the general public who find economic terminology confusing. The content is organised around questions such as "Why can't the government print more money?", "Why do footballers earn more than nurses?", or "Why do central banks adjust interest rates?". The text includes quizzes and other interactives so that readers are prompted to test their understanding. The site explains concepts from first principles, without assuming any prior economics knowledge, and has links to sources and further reading/watching.
An interactive site aiming to "reconsider the legacies of slavery, empire, free trade, and revolution in the making of the modern economy", which was developed as part of the Wealth of Nations 250th project. The reader follows a sailor on a merchant vessel, witnessing the brutality of the transatlantic slave trade, then travelling to India, China, and Indonesia and seeing the dominance of the East India Company. As the ship progresses around the map and sees more of the world of 1776, readers can dive deeper into specific topics/locations or into the site's themes (Free Trade; Slavery & empire; Revolutions). The site has a glossary of key terms and a dedicated page about the origin and influence of "The Wealth of Nations".
