Related Experiment Video
Updated: Feb 17, 2026

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm
Published on: October 20, 2022
School is a game: Faculty set the rules
1University of Kentucky, College of Pharmacy, Limestone, Lexington, KY 40536-0596, USA.
Abstract:
Some students often exhibit less-than-ideal learning behaviors such as cramming for exams, focusing on memorization versus comprehension, multi-tasking during class, etc. One approach to understanding and addressing these issues is through a "school as game" mental model. Success in the "game of school", especially in rigorous professional and graduate programs, requires not only knowledge and skill, but also strategy. Because of time demands, students must often make strategic decisions regarding class attendance, attention, study time, and study methods. This commentary describes a mental model in which faculty can examine student learning behaviors within the context of their teaching and assessment criteria. Instructors should consider how both the written and unwritten rules of their courses may actually incentivize undesirable student learning behaviors.
Related Concept Videos
Social Foundations of Self I: Play and Game
Social Foundations of Self II: The Generalized Other
Robbers Cave
The Stanford Prison Experiment
Group Design
