Business

The School Store

A 90-minute, 4-round basic Express simulation on running a student-run school store for a semester, for Career and Technical Education in marketing, retail merchandising, entrepreneurship and accounting, DECA and FBLA school-based enterprises and introductory retail management.

4 rounds Undergraduate English, Español

Preview

About this simulation

A 90-minute, 4-round basic Express simulation on running a student-run school store for a semester, for Career and Technical Education in marketing, retail merchandising, entrepreneurship and accounting, DECA and FBLA school-based enterprises and introductory retail management.

The fictional Cedar Ridge High School DECA chapter in Lawrenceville, Georgia, runs The Talon Shop, a school store selling snacks, drinks and spirit wear, through the spring semester 2027 (11 January to 7 May) in four four-week periods.

Round by round you set the price list and the spring spirit-wear buy, the snack assortment and the cash routine, the answer to an inventory count that shows shrink and the spring reorder, and the last four weeks and the end-of-semester report.

Each period is scored on profit, gross margin, shrink and cash losses, students served a day and a controls-and-trust index; selling snacks that do not meet the federal Smart Snacks standards during the school day, or making the cash count sheet match the register, caps the score. English with Spanish.

Who it is for

An introductory simulation that assumes no prior knowledge of the subject, designed for undergraduate courses. It also works in vocational and high-school programmes and in onboarding sessions.

How a session runs

  1. The instructor creates a session from the Eureka dashboard and invites the participants.
  2. Participants play 4 rounds. In each one they submit their decisions and the simulation calculates the results. The first round opens with: Monday 11 January 2027: the prices and the spirit-wear buy.
  3. The simulation can be run in English, Español.
  4. The instructor follows each participant's progress and results from the dashboard, and uses the class results for the debrief.

Decisions participants make

The decisions participants make during the simulation:

  • The price list
  • The spring spirit-wear buy
  • The snack assortment from 8 February
  • The cash routine from 8 February
  • The answer to the 5 March count
  • The spring reorder, delivered 8 March
  • The last four weeks
  • The end-of-semester report

Ready to use The School Store with your students?

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