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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 rondas Grado English, Español

Vista previa

Sobre la simulación

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.

Para quién es

Una simulación introductoria que no requiere conocimientos previos de la materia, pensada para asignaturas de grado. También funciona en formación profesional, bachillerato y sesiones de onboarding.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados. La primera ronda arranca con: Monday 11 January 2027: the prices and the spirit-wear buy.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • 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

¿Quieres usar The School Store con tus estudiantes?

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