Abstract
This article describes the adaptation and use of the Monopoly® board game as a simple simulator to help introduce the principles of probability and risk. It focusses on teaching experiences in an undergraduate business program and offers a new approach to teaching probability and risk with dice to produce a collaborative simulated gaming environment. It allows students to be actively involved in developing the probability of throwing dice numbers and the analysis of risk and decision making in a competitive environment. Concluding with a probability analysis technique, it allows students to reflect on formal and informal approaches to decision making in risk environments and helps build communication for discussion, collaborative learning, and self-analysis among students.
The teaching of probability through simulation has become popular in recent years. Simulation bridges reality and the mathematics of probability (Eichler & Vogel, 2014; Prodromou, 2014), and various manual classroom aids are used to support this including dice, coins, spinners, and marbles to create game-like scenarios involving chance (Nilsson, 2014). There are also an increasing number of Web-based programs, statistical packages, and bespoke risk games that can help when teaching probability, 1 but few provide a competitive environment that generates excitement by allowing groups to compete and learn collaboratively while focusing intensely on probability in a way that encourages continuous discussion of the topic. Dos Santos Ferreira, Katokaeaching, and Karrer (2014, p. 132) argue that good teaching practice for probability includes “the perception of chance, the idea of randomness and the interpretation of probability.”
While we have used this activity across a number of groups, we have focused this article on initial classes for teaching probability to undergraduate business students in the second year of their program. The module is “Risk and Decision Making,” and is used with group sizes of up to 25. Here we previously found a number of difficulties engaging students, reflecting Batanero, Chernoff, Engel, Lee, and Sánchez’s (2016) research on teaching probability, which shows students are inhibited by the mathematical aspects, where previous teaching may have provided a poor foundation to understanding the concepts, and different classroom definitions of randomness have been used causing confusion. Students rarely arrived at classes with enthusiasm for the topic. We therefore designed an activity, based around Monopoly®, that incorporated probability and randomness in an active learning environment. 2 The underpinning philosophy is social constructivism applied to gaming (Michaels & Chen, 2007). Gaming was designed to be an important factor in generating a sense of risk missing in conventional teaching of probability and is recognized as encouraging enthusiasm and providing motivation to learn (Mawhirter & Garofalo, 2016). This activity enhances learning through co-discussion, conceptualization, and collaborative learning (Sharma, 2015).
Selection of Monopoly
Parker Brothers’ Monopoly is a board game of chance and skill played with dice in which the players attempt to buy squares representing districts. They use an initial set amount of money given them by a player holding the bank to build property on their districts and charge other players rent. The aim is to hold enough districts to form a monopoly and win by forcing other players out of the game. After evaluating a range of dice-based board games, Parker Brothers’ Monopoly was selected as it fulfilled all three of Dos Santos Ferreira et al.’s (2014) criteria for effective teaching of probability. A literature search revealed that Monopoly has been applied to teaching accounting (Bergner & Brooks, 2017; Clayton, 2003; Shanklin & Ehlen, 2007), economics (Wright-Maley, 2013), and race relations (Waren, 2011), but no use of the game in probability or risk management was found.
Learning Objectives
The game is typically played as a “beat-the-tutor” challenge, where students who engage in the activity will be able to:
understand basic notions of chance and randomness,
develop knowledge in working out simple probability,
use probability to inform chance options, and
make informed decisions about risk.
Preparing the Class
Classroom and Board Preparation
Prior to students arriving, the classroom needs to be set up in a seminar format with a table for each group where discussion will take place. The tutor has a separate table for the Monopoly board. The board needs to be prepared prior to commencement. Only two sides of the board are used as the active area, from the “Just Visiting/In Jail” square to the “Go to Jail” square, with the “Free Parking” square in-between being the other corner used. Two of the property groups, orange and yellow, belong to the tutor and are populated with property. The number of houses placed on each property can be varied to adjust the level of challenge, with three houses on each giving an easier game and four houses being more challenging and more likely to result in bankruptcy (see Table 1). All other spaces on the board are inert. The other property groups can be assumed to belong to the students, but they do not affect play as the tutor does not take a turn. Students land on any squares not owned by the tutor with impunity. “Community Chest” and “Chance” cards are not needed.
U.K. and U.S. Monopoly® Districts Showing Cost and Rent.
The amounts are the same in both U.S. dollars and £ sterling on the respective U.S./U.K. versions.
Preparation of Students
Students are introduced to permutations, combinations, and dice probability theory before the game is “revealed.” Keep the Monopoly board hidden until the students have worked out the probability of throwing a 2, 3, 7, and so on, with two dice. Once this basic concept is understood, a Dice Probability Template (see Figure 1) with missing figures can be given out. This template must be completed by the students to show probabilities for each outcome. If this template is on cardboard, more aware students will realize it can be folded and made to stand next to the board. A simple exposition will show them how many of the 36 different outcomes from the throw of two dice result in each throw probability.

Dice Probability Template.
Running the Class
Game Briefing
The tutor organizes the students into groups, introduces the game, and gives each group £1,500 of game currency, suggesting that the completed Dice Probability Template will help to reduce risk if used properly. Each student group chooses a playing piece (or counter), which starts the game in the “Just Visiting” space. Finally, the tutor introduces a special rule concerning the option of purchasing insurance in advance of a risky throw. Landing on one of the tutor-owned squares can be very costly (at least £550 in our simulation), and the groups may insure any one throw for £330, guaranteeing no rent is payable. It can be useful to perform a single “dry run” to explain this principle to students. Some students may realize placing the Dice Probability Template at the edge of the Monopoly board, as shown in Figure 2, gives them the ability to use the risk calculations.

Probability distributions when making a move in a game of Monopoly®.
Gameplay
Student groups take turns, deciding if they wish to purchase insurance and then throwing the dice and moving their counter. The objective of the game is to “survive” three passes down the two sides of the board. Reaching “Go to Jail” or beyond counts as completing that pass. Once a group has completed a pass, they place their counter back on “Just Visiting” and wait until all groups finish the pass or are knocked out due to bankruptcy.
Winning the Simulation
If a group survives three passes with money left, they beat the tutor as they have not gone bankrupt. The amount of money left is irrelevant, but groups invariably compare their remaining cash. It is a good idea to emphasize this is not an objective during gameplay as early losses can affect the motivation of a student group.
Timing the Session
Timings will vary with size of group and teams involved, but Table 2 will give a generally accurate time for the activity for a group of 20 with four teams.
Session Timings.
Debrief
The session debrief discusses the game and the probability aspects and summarizes by reviewing the learning objectives.
Debriefing the Game Itself
Students commonly talk about the reasons for their success or failure, but a key theme that students should discuss is how they used the Dice Probability Template. Groups that use it can usually beat the tutor, taking insurance when a throw has a higher chance of landing on a square with high rent. Often groups do badly when they count on luck and do not evaluate their situation fully. Insuring early against higher probabilities of landing on high-rent properties can keep students in the game longer and lessen their time exposure to risk, but the inherent randomness of the die roll mechanism means risk cannot be removed completely. Some groups lose even with good strategy.
Debriefing the Probability Aspects
Students will benefit from a formal debrief on the measurement of risk. A good way to enhance this discussion is with a worksheet showing a decision tree. This worksheet can be worked through on a whiteboard with weaker groups or done as a facilitated session. Figure 3 illustrates this principle, whereby the known cost of buying insurance is £330 while the mean cost of taking the risk is £298.38. It is therefore cheaper to take the risk, yet groups who consistently embrace risk seldom survive to beat the tutor.

Monopoly® insurance decision tree.
Sensitivity
Adjustment in sensitivity is achieved by increasing or decreasing the number of houses on the tutor’s two property sets. Different permutations have been tried, but the game works best with three or four houses on each tutor-owned property. With a good student group, even four houses on each will see more groups survive than go bankrupt.
Variations
McMahon (2018) discusses giving token prizes for successful teams, and we have tried this. We found it did not appear to make any difference to motivation and distracted from the purpose of using the game as a learning tool, so we would argue prizes are not important for this simulator.
We have run the simulator as a group competition where students with the most cash left won. This variation did create more excitement, but it tended to take the focus away from the probability aspects as more competitive members of groups focused just on winning, so we discarded this approach.
The exercise can also be extended to explore the opportunity cost of not insuring and the concept of compound probabilities and to apply probability simulations to real-life situations. These themes are developed in the appendix.
Concluding Remarks
Games of chance are exciting, especially when played competitively in groups. We found the beat-the-tutor-scenario kept the students focused and helped the tutor maintain the learning outcomes. We have had no instances of students being unwilling to participate in the game. This may be because of limited student expectations of modules perceived to involve mathematics (Warwick, 2010); when they are then presented with an unexpected alternative, they perceive it to be more fun.
We found student engagement and motivation in the early classes of the risk and decision-making module significantly improved over previous sessions, and this continued through the program with constant references by the students to the Monopoly exercise. Students continued to work with problems of randomness and probability in a more collaborative manner, forming groups and discussing problems rather than asking for help from the tutor; we found we needed far fewer interventions to help students out. We also changed the teaching approach from an instructional facilitated style to a more problem-based learning approach as the module progressed.
The simulation also helped to improve students’ understanding of the concept of randomness and their ability to describe and apply it to risk situations. Batanero et al. (2016) argue that students often struggle with notions of randomness when studying probability. This was evident in our earlier teaching on the module when students found randomness as a concept difficult to comprehend and explain in relation to mathematical or abstract problems. We found comprehension improved after the Monopoly simulation as it introduced students to the randomness at the beginning of the module in a practical manner where the focus is not on the students or their work but on the game board. Later in the module when students needed to discuss and explain elements of randomness and examine risk situations where randomness was present, comprehension was much improved.
This simulation brings together the three areas of good practice for teaching probability: “the perception of chance, the idea of randomness and the interpretation of probability” (Dos Santos Ferreira et al., 2014, p. 132). It is simple to set up and play, and generates more excitement than other random probability simulators we have used. We found the game fostered excellent group motivation, facilitated collaborative learning processes, and encouraged good decision making.
Footnotes
Appendix
Declaration of Conflicting Interests
The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The authors received no financial support for the research, authorship, and/or publication of this article.
