Abstract
This article presents an engaging, experiential learning activity using the board game Pandemic to facilitate student learning and practice in team development and teamwork skills. Through collaborative gameplay, students progress through stages of team development as they decide how to best utilize their roles and resources to win the game. Students practice navigating common challenges of working in teams and reflect on their shared team experience to better understand the team processes that contribute to team effectiveness. Details regarding the game enhancements and instructions for implementing the activity are provided.
Employers often report that teamwork is highly desired in new employees (Hughes & Jones, 2011), consistently listing collaboration skills among the top abilities valued in employees (Brodnitz, 2024; Gray, 2025; Perna, 2023). Great emphasis is placed on developing these skills in students (Hughes & Jones, 2011; Kuh, 2008), but the “soft skills gap” remains (Brown, 2025; Cengage Group, 2025; Gray, 2025; Wilkie, 2019). Organizations increasingly rely on cross-boundary collaboration and interdisciplinary cooperation (Casciaro et al., 2019), underscoring the importance of preparing students to work with those in roles and functions different from their own. As workplace collaborations and teamwork become increasingly complex and cross-functional (Dawson & George, 2024), it is imperative that college graduates learn about and practice teamwork.
This experiential learning activity utilizes the collaborative board game Pandemic by Z-Man Games to enhance instruction on team development. Although useful for teaching many management topics (van Esch & Wiggen, 2020), Pandemic’s design is especially appropriate for reinforcing teams concepts because it requires interdependent decision-making toward a shared goal (Zagal et al., 2006). Rather than emphasizing performance over learning (Hughes & Jones, 2011), Pandemic creates an engaging context in which students practice teamwork skills and learn from their gameplay experience. Each player assumes a specialized role with distinct capabilities, embedding role diversity as a constant throughout the team’s development process. Unlike experiential activities that focus on isolated teamwork concepts, this activity offers opportunities to experience decision-making, communication, cohesion-building, and role coordination in real time, elevating students’ understanding of how teams develop effectiveness. This helps them identify and practice teamwork behaviors that enable diverse teams to navigate developmental stages successfully.
The Pandemic activity applies experiential learning theory (Kolb, 2015), guiding students through all four stages of the learning cycle. Pandemic’s turn-based gameplay incorporates concrete experience, reflective observation, abstract conceptualization, and active experimentation (Kolb, 1984). Each turn requires collaborative decision-making, enabling students to observe teammates, adjust their approach, and experiment with new communication strategies. This iterative process reinforces the learning cycle. Finally, debriefing the shared team experience facilitates peer learning and promotes critical thinking about application beyond the classroom.
Theoretical Foundation and Learning Objectives
The process by which teams develop from a group of diverse, independent individuals into an effective, interdependent collective is complex and dynamic, and countless models aim to explain it (Bonebright, 2010; Kozlowski, 2018). However, Tuckman’s Stages of Group Development Model (Tuckman, 1965) arguably provides the greatest breadth of application. Tuckman’s original model broadly outlines the team development progression in four stages—Forming, Storming, Norming, and Performing. It distinguishes interpersonal team dynamics from task-focused work, emphasizing the former in earlier stages of development and the latter once appropriate interpersonal behavior is established (see Table 1 and Appendix A). Flexible and widely applicable, Tuckman’s model has served as a useful framework for team training (Bonebright, 2010) and remains an essential, foundational model for teaching team development.
Summary of Tuckman’s Model.
Note. Development stage descriptions are summarized from Tuckman (1965).
The distinction between interpersonal dynamics and task-related work highlighted by Tuckman’s model can be anchored in two team concepts: roles and communication. Tuckman (1965) emphasizes the importance of understanding how one functionally relates to others on the team (roles; interpersonal dynamics) and how information is shared (communication; task-related work). To achieve this understanding, teams must make sense of their functional diversity through their members’ roles and collaborate in ways that leverage that diversity to develop into effective teams. After completing this activity, students will:
Articulate the importance of information sharing and communication to develop a team mental model about resources members bring to the team
Recognize the value of individual roles and identify the behaviors that facilitate role clarity and effective management of functional diversity (i.e., role diversity)
Describe how teams develop according to Tuckman’s Stages of Group Development Model and how the team’s communication and interpersonal processes contribute to effectiveness
Pandemic Overview
Designed for two to four players, the objective of Pandemic is to work as a Centers for Disease Control and Prevention (CDC) team to develop cures for four diseases ravaging humanity. Teams spend approximately 45 minutes to work toward the objective while effectively managing their limited resources, the increasing rate of infection, and the effects of disease contagion (Leacock, 2008). Although the team’s objective is clear, managing these other challenges can temporarily become a greater priority to ensure success. These competing demands for the team’s resources and attention are a direct reflection of the task-related obstacles in teamwork; the path to success is riddled with barriers that need to be managed well and cleared. For detailed information about Pandemic, see Appendix B and van Esch and Wiggen (2020).
Each player adopts a unique team role with specialized abilities and has autonomy over the decisions they make during their turn. However, they must communicate with their team to leverage their role-based abilities, optimize their resources, and manage competing demands effectively. Moreover, the decisions made during one player’s turn will affect gameplay during another player’s turn. Thus, players experience the realities of interpersonal challenges related to teamwork—voicing ideas and concerns, managing conflict, sharing in decision-making, and building cohesion.
Enhancing Pandemic for Instructional Use
This activity introduces three game enhancements to target learning objectives. First, rather than randomly selecting roles, teams use four specific roles—Medic, Scientist, Researcher, and Operations Expert—chosen for their complementary functions (see Table 2). Second, an adapted Dispatcher role accommodates a fifth player and increases role diversity. Third, individual role handouts replace the rulebook, providing general gameplay rules while restricting role-specific information to respective handouts (see Appendix C).
Pandemic Activity Role Descriptions.
Note. Role descriptions are summarized from the Pandemic rulebook (Leacock, 2008). The Dispatcher role’s special abilities reflect a modification from the original role’s design.
These enhancements augment role diversity and introduce controlled uncertainty. Compartmentalizing role-specific information while sharing general rules simulates cross-functional collaboration challenges and communication management. This structure creates an experiential learning environment in which team members must clarify roles and resolve conflicts over strategies (Forming and Storming) before coordinated action and strategic thinking can emerge from their understanding of their collective capabilities (Norming and Performing). Consequently, the online version of Pandemic is not suitable for this activity due to its fixed role assignments and automated rules.
Activity Execution
Logistics and Materials
This face-to-face activity requires a minimum of 75 minutes, and one Pandemic board game and one set of role handouts per team are needed. The activity is ideal for classes of 25 to 40 students divided into five-person teams but can be adapted for classes with 10 to 60 students. In addition, courses with enrollments not divisible by five can omit the Operations Expert role. See Appendix D for modification details.
This activity is best conducted after teams’ instructional content has been delivered (i.e., Tuckman’s model, team effectiveness, processes, etc.) to provide students with context for the exercise. The instructor should also play the game themselves at least once before conducting this activity to familiarize themselves with game mechanics.
Step-by-Step Instructions
Appendix D provides a detailed protocol for preparation, setup, gameplay, and frequently asked questions.
Activity Prep
Students are introduced to the activity during the class before the scheduled activity date. Students are grouped into teams and given their team’s role handouts (Appendix C). Roles are randomly assigned within teams, and students are dismissed with instructions to review the information on their role handouts to prepare for the activity.
Activity Setup
As students arrive, teams open their game and set out the components. Once class begins, the instructor guides students through game setup (5 minutes). Students are reminded of their objective (developing a cure for each disease) and the importance of communicating and strategizing with one another to make decisions about each member’s actions as a team.
Activity Gameplay
The instructor starts a 45-minute timer, and gameplay begins with the team member seated on the Dispatcher’s left. Turns are taken clockwise, with the Dispatcher always ending the round. All teams will initially struggle, and variance in student preparation for the activity is expected. Students should reference their role handouts during gameplay, and the instructor should walk around the classroom to monitor progress and address any questions about game mechanics (see Appendix D for common questions) but refrain from discussing strategy. When the timer runs out, the instructor records how many diseases each team successfully cured.
Debrief
For classes shorter than 75 minutes, the instructor should assign debrief questions to students in an individual reflection between class meetings and conduct the full activity debrief at the start of the next class. The instructor can facilitate a two-phase debrief discussion starting with 10 minutes in teams reflecting on their team’s development, noting how their understanding of one another’s roles and their communication related to their development. The instructor then initiates a 15-minute class discussion, allowing students to share unique team experiences with their peers. See Table 3 for specific question examples targeting learning objectives.
Debriefing Question Examples.
Unanimously, teams agree that the Forming stage was characterized by feeling “lost” and “confused” about how to play the game, understanding very little about others’ roles, and being unsure of how their own roles contribute to the team’s success. Many students identify the lack of role clarity as a significant deterrent to their team’s progress. However, despite having little understanding of their teammates’ roles, students also commonly report “ranking” roles based on assumptions and biases they made about each role. They acknowledged that their biased perceptions contributed to the team’s transition into the Storming stage; members were less willing to listen to one another and utilize what they perceived were the “less important” roles—typically the Operations Expert and Dispatcher.
Consistently across teams, the longer it takes to understand the value of each role, the longer the team remains in the Storming stage. Students frequently comment that gameplay is much slower during the Forming and Storming stages, attributing this to ineffective communication. They spend more time correcting misunderstandings, clarifying roles, and resolving conflicts than making progress in the game. It is not uncommon for teams to play only a 1-2 rounds during the first 15 to 20 minutes of the game as they struggle to develop a clear mental model of how each role contributes to the collective effort.
Most teams reach the Norming stage of Tuckman’s model, which students characterize as a series of “aha!” moments that help them “fit the pieces” of their mental model together. They credit the increase in gameplay efficiency during Norming to cohesion, psychological safety, clarity of roles, and trust in their teammates’ ability to operate their roles well. A common observation is that the team’s focus shifts from establishing role clarity to meeting task demands, such as developing a strategy and setting priorities. Teams typically report that they started to experience process gains through better communication, team efficacy, and team identity, highlighting how the team’s interpersonal dynamics facilitate effective task execution.
Typically, only 25% of teams believe they reached the Performing stage, referencing their processes and synergy as justification. Common descriptors of this stage include “getting really into the game,” believing they can win, “playing off one another’s turns,” and strategically combining roles’ abilities to plan several turns ahead. Students also observe that their teams developed gameplay language and focused on sharing observations and information, allowing them to respond to obstacles more effectively, adjust their strategy with agility, and “[fly] through rounds because [they’re] on the same page about the strategy and contingency plans.” Still, even students who do not reach Performing stage meet learning objectives and offer insightful debrief contributions. Because they were unsuccessful, they proactively discuss where things went wrong, how and why they remained “stuck” in an earlier development stage, and how ineffective communication could have been managed more effectively. These students often lament that they failed to take the necessary time and steps early in the game to clarify roles and understand how each member contributes to the game, highlighting the importance of addressing the interpersonal elements of teamwork and diversity of roles sooner rather than later.
Conclusion
Pandemic is an engaging resource that facilitates experiential learning and covers a wide range of management concepts. However, as a collaborative board game, it is an especially valuable tool for elevating students’ understanding of teams and teamwork. Students reinforce their knowledge while simultaneously engaging in developing vital teamwork skills that promote team development, such as effective communication, strategic use of roles and resources, collaborative decision-making, and active process management. The experiential learning activity presented is appropriately challenging, mirroring the intricacies of team operations and the dynamic nature of teamwork, and has excellent potential for substantial learning returns.
Footnotes
Appendix A
Appendix B
Appendix C
Appendix D
Declaration of Conflicting Interests
The author declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author received no financial support for the research, authorship, and/or publication of this article.
