Teacher pilot kit · no account needed

Group-Chat Reputation: a 20-minute game-theory activity

Everything to run one useful lesson next class — a teacher guide, a projector view, a printable student sheet, an answer key, and a direct student link. Nothing to install; students never make an account.

Learning objectiveSee that in repeated interactions, reputation is information that changes what others do next.
Timing20 minutes (15–25)
Grade bandHigh school (9–12)
PrepNone — open this page + a projector
Standards fitAdvisory, CTE, econ, SEL, digital citizenship
PrivacyNo login, no student data
Privacy note: This activity collects nothing from students. The optional phone game uses a random nickname and pseudonymous numbers only. Please don't ask students to type real names anywhere. See privacy.

Teacher guide

  1. Hook (2 min). Project the scenario below. Ask: "In a group chat, why do people usually keep their word even when breaking it would be easier right now?"
  2. Frame (3 min). Introduce the idea of a repeated game: you'll interact with these same people again, so today's move sets tomorrow's price. Reputation is the memory the group carries forward.
  3. Play (8 min). Run the interactive "Reputation Rounds" on the projector, taking a class vote each round, OR have students open it on phones via the link/QR below. After each round, read the consequence aloud.
  4. Debrief (5 min). Use the discussion questions. Draw out: a one-time win often costs future cooperation; repair is possible but slower than the original trust.
  5. Exit (2 min). Students complete the printable sheet or answer question 5 aloud: "Where in your real week is this a repeated game, not a one-shot?"

Facilitation notes: Keep it about the structure of choices, not about labeling real classmates. If a student shares something personal or distressing, pause and follow your school's support process — this is a lesson, not counseling.

Optional extension: Students play a full run of The Long Game (3 minutes) and report one scenario where reputation changed their answer.

Project this: the scenario

The situation

You're in a five-person group chat for a class project. You promised to post your part tonight. A friend invites you out — if you bail on the work, you get the fun now, but the group finds out you didn't deliver. You'll be working with these same four people for the rest of the term.

The question each round: keep your word, or take the quick win?

Reputation Rounds

Round 1 of 5 — the group's trust in you

Group trust: 60/100 · Your points: 0

Choose a move to see how the group responds.

Printable student sheet

— the print version shows only the scenario, questions, and payoff table.

Name a situation, not a person.

  1. What felt most real about the group-chat scenario?
  2. When was taking the quick win most tempting? What made it tempting?
  3. After a broken promise, what does it actually take to rebuild trust?
  4. Describe one repeated game in your own week (same people, again and again).
  5. What rule would you give a new group to protect trust and allow repair?

Discussion & answer guide

Send students here

QR code linking to the student game at goodchoicesociety.org/game

Point phones at the QR or share the link:

No names, no class codes, no accounts.

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