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Exonimic Consumer Role Play With A Group Of Nine

Eleven classroom businesses are grouped into four commercial categories, with remaining learners acting as consumers. Headquarters distributes task cards, consumers select among eligible providers, and owners return completion cards after a transaction. During the second round, condition cards can delay or prevent a transaction, changing how participants make choices. Labels, role materials, task cards, condition cards, and discussion guidance support the simulation and a later comparison of producer and consumer experiences.
Grades
Grades 3–5
File type
PDF
Preparation
Print ready

Updated Apr 19, 2023

Subject
Social Studies
Topic
Role Play, Social Studies Activity
Resource types
Activities
Preparation
Print ready

From the author

About this resource

This is a Consumers + Producers: Economics Role Play.

In this role play, there are eleven businesses under four categories. The businesses include:

Food/Restaurants:

Downtown Diner

Bake Me Happy

The Farmer's Market

Clothing Stores:

Sew What

Cozy Clothing

Beautiful Boutique

Recreation Stores:

Spikes Bikes

Outdoor Store

Misc. Stores:

The General Store

Best Pets

Once Upon A Time Bookstore

Depending on class size, one student should be responsible for each business. Each student will have different roles. Some students will be business owners, some students will be consumers and one or more students will be headquarters.

This activity is a fun, hands-on activity to teach about opportunity costs, goods, services, consumers, producers, etc. This is a great activity for grades 3rd through 7th grade. The activity includes a detailed procedure and sample room set-ups to make the planning and implementing process easier.

The labels for the businesses are fun and colourful. Students could also design their own business signs.

In the classroom

Teaching tips & learning objectives

Learning objectives

  • Distinguish producer and consumer roles in an exchange

  • Explain how conditions and limited options affect economic choices

  • Describe competition and interdependence among classroom businesses and consumers

Teaching tips

  • Arrange clear pathways between headquarters and business stations before play.

  • Debrief how the second-round conditions changed choices rather than treating them only as game obstacles.

Skills covered

  • Economic roles — participants act as producers or consumers.

  • Decision-making — limited providers and conditions shape choices.

  • Interdependence — successful exchanges depend on several classroom roles.

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