That's Not Fair!
Part of Module 2 of Bitcoin for Juniors →
PROCEDURE
OPENING
- Clear a suitably sized area for physical challenges.
- Prepare a central “bank” with all beads.
- Set up space for movement and ensure safety.
- Prepare labels for each game round.
- Lay out materials so transitions between rounds are quick.
PRE-ACTIVITY
5 minutes
- Welcome students and set the tone with enthusiasm.
- Explain: “Today we are going to play games, but not all of them will be fair.”
- Introduce the idea of My Stack: students try to earn beads, but only keep beads from games the class agrees are fair.
- Ask students: “What does fair mean to you?” “Can you think of a time when something felt unfair?” “How did it make you feel?”
- Set expectations clearly: “We will play four short games. After each one, you will decide if it was fair.”
Objective In Student’s Words
- “Test out which games are fair and which ones aren’t, and why.”
ACTIVITY
45 minutes
Setup
- Explain that the goal is to grow ‘My Stack’ by earning beads.
- Explain that after each round the class will vote on whether the game was fair.
- Explain that beads from unfair games must be returned to the bank.
- Explain that once a fair game is identified, it may be repeated so students can keep their rewards.
Model
- Demonstrate how beads are earned and returned to the bank.
- Model respectful reactions to winning, losing, and disagreement.
Round 1: Unfair
10 minutes
- Choose one unfair method such as a drawing competition judged by teacher preference, a biased game based on arbitrary traits, or unequal distribution based on attributes like height or name order.
- Award beads according to the chosen method.
- Ask: “Was that fair?” “Did everyone have the same chance?” “Did effort matter?”
- Return all beads to the bank.
Round 2: Random
10 minutes
- Choose a random reward method such as dice rolling or card drawing.
- Distribute beads based on luck.
- Ask: “Was this fair?” “Did effort decide the winner?”
- If the class agrees it was unfair, return all beads to the bank.
Round 3: Work
10 minutes
- Present physical or mental challenges such as jumping jacks, push-ups, staring contests, or arm wrestling.
- Award beads for completing or winning tasks.
- Ask: “Was this fair for everyone?” “Could everyone participate equally?”
- Return beads unless the class agrees the system was fair.
Round 4: Proof of Work
10 minutes
- Give each student five dice.
- Set a clear target outcome such as rolling three matching numbers.
- Students roll repeatedly until they succeed, re-rolling each time they fail.
- Ask: “Can anyone win this game?” “Did everyone have the same chance?” “Does this feel fairer than the others?”
- If agreed fair, allow students to keep beads and add them to My Stack.
Optional: assign a rotating student to verify results before rewards are confirmed.
Checkpoint
- Pause briefly after each round to collect student judgments.
- Record which systems were rejected and which were accepted as fair.
Reflection
- Ask students how each game made them feel.
- Ask what made the final game feel different.
- Reinforce that fairness is about rules, opportunity, and verification.
FOLLOW-UP
10 minutes
- Review the four systems experienced: unfair, random, work-based, Proof of Work.
- Discuss why Proof of Work allowed everyone the same chance.
- Connect the experience to real-world systems where rewards are earned.
Optional story or creative reflection: students draw or write about a time something felt unfair or a system they think is fair.
CLOSE
5 minutes
- Collect beads and materials.
- Clear the activity space.
- Thank students for engaging respectfully.
- Final message to students: “Fair systems give everyone the same rules and the same chance.”
NOTES
Classroom management
- Acknowledge emotions openly and normalize frustration.
- Maintain calm control of bead distribution.
- Rotate roles to ensure inclusivity.
Extensions & Sponge Activities
- Retell the activity as a story or fable.
- Compare fairness in games vs fairness in real life.
Differentiation
- Younger students: fewer dice or shared rolls.
- ELL/Accessibility: visual cues, modeling, buddy system.
- Safety: supervise physical challenges and allow alternatives.