CHAPTER NINE
Power in Groups: A Central Dynamic
I. Lecture/discussion on power
A. Definition of power
B. Forms of power
C. Power resources
D. Indicators of power
II. Show excerpt of the film on Milgram studies, Obedience to Authority
A. Since the Milgram studies are explained in some detail in the text , the first half
of the movie is repetitious. Show the final 15-20 minutes.
B. Discuss the implications of the Milgram studies (see text).
C. This film can be obtained from most psychology departments at colleges and
universities.
III. Show brief excerpt of movie, To Kill a Mockingbird.
A. Show the segment that begins about 40% of the way into the movie where a mob
shows up at the jail and confronts Gregory Peck’s character. The segment ends
when the mob disperses.
B. This segment shows that even children wield power and that power resides in the
group, not in any individual. The innocence of the children in this scene re-
individuates the mob after they have been de-individuated. You wouldn’t guess
IV. Show excerpt of movie, Cool Hand Luke
A. Show clip about halfway into the movie. The prison gang is working in the hot
sun repaving a country road. Luke (Paul Newman) begins making a game out of
tarring a country road. He races down the road shoveling sand as fast as he can.
B. This clip shows clearly that even in a repressive prison run by sadistic guards and
a ruthless warden, power is not inherent. Luke does what he is told to do but he
does it as fun, not punishment. Thus, he is in control, not the guards or the
V. “The Language of Expertise” exercise
A. Purposes:
1. To show the power of information and expertise.
2. To involve students who tend to be quiet because English is their second
language.
B. Time required: 30 minutes
C. Instructions:
1. Have all students write down one or two sentences concerning their family
which they are willing to share with the class (i.e., “I grew up in North
Carolina, the youngest of three children. My brother is the oldest and my
sister is the middle child.”)
2. Form small groups. Try to arrange groups so that every group has at least one
native speaker of a language other than English (i.e., Spanish, Japanese, etc.).
If this is not possible, then native speakers of a language other than English
can be used as a resource with more than one group.
3. Task: every student must learn his or her sentence/s in both English and
another language. The grammar and pronunciation must be correct. Native
speakers of a language other than English can assist group members who
D. Processing the exercise:
1. Students who speak English as a second language become experts for the
native English speakers. Expertise creates status and power. Discuss the
implications with students.
2. Shy students often become the center of attention in their role as experts. This
can be empowering.
3. Native English speakers learn empathy for those students who speak English
as a second language.
4. This exercise teaches cooperative interdependence.
VI. “The Power Carnival” exercise
NOTE: See ancillary videotape, “Working Together,” for a detailed depiction of this
complex, but valuable exercise.
A. Purposes:
1. To provide practical applications of cooperative group decision-making in a
power context.
2. To demonstrate how power resources can be utilized to balance power.
3. To show how power is transacted and the implications of such transactions.
B. Time required: Two 50-minute class periods to run the full exercise plus a third
50-minute period to process the exercise. Two 75-minute class periods or one 3-
hour class period also work well.
NOTE: This is potentially the best exercise of the term. The Power Carnival was
instructors. All instructors have been extremely pleased with the results. Students are
very enthusiastic about the experience and its practicality. Although the exercise is
devised so an instructor may use any or all of the six stages, using all six stages is
NOTE FURTHER: Do not force any student to participate in any phase of the
exercise if they clearly choose not to do so. Defiance (of humiliation, etc.) should be
viewed as a positive development. Always present the exercise as an opportunity to
have some fun and learn important aspects of power and small groups. If you are not
comfortable with any phase of the exercise, delete that phase and adjust the scoring
accordingly.
THE POWER CARNIVAL
GOAL: 2,000 total points (To provide real motivation for this exercise, give 10 Extra
Credit term points for any team reaching 2,000 points. Extra credit is easily justified
since in order to reach such a high number of points, teams will have to apply text
material on cooperation). All groups can reach 2,000 points if they use their heads and
make wise decisions. No group is penalized because the points are extra credit, not part
of the regular class points.
NOTE: Potential game points to be earned increase with each phase of the exercise. Keep
a running point total on the chalkboard for each team as the exercise progresses.
Phase #1: Spin and Play
A. Determine point totals for each team by spinning the Wheel of Fortune (drawing
cards from a face-down stack will also work but isn’t as visually exciting and
dramatic). A Wheel of Fortune can be made out of an old bicycle tire mounted on
a frame which is nailed to a board. Point values can be marked on a circle of
sturdy cardboard taped to one side of the bicycle wheel. Divide the Wheel into
pie slices with the following point values clearly marked in clockwise order – 75,
B. The most “powerful” team (the one with the most points) designates which less
powerful team must perform the HUMILIATION ROUND.
1. Group chosen plays “The Star Spangled Banner” on Kazoos in front of the
class.
2. Every group member who refuses to perform the humiliation or does a half-
hearted job of it in the judgment of the facilitator penalizes his/her group 25
points apiece.
C. The most powerful team also chooses one of following (put these choices on the
board or have a visual aid prepared in advance: 1 minute to decide):
1. Seize 50 points from any other team and add to its own team total.
Phase #2: Trivial Pursuit
A. Hand out a sheet with 5 questions (see “Materials Needed” at end of the
exercise).
B. Answers will be scored as follows:
1. Right answers: +100 points apiece
2. Wrong answers – 100 points apiece
3. No answer:-50 points apiece.
C. Collect the answer sheets from each group before correcting the answers.
Tabulate points for each group and announce the results.
D. The most powerful team (may have changed now) again designates which team
will suffer the HUMILIATION ROUND.
1. The designated team must stand in a line, one behind the other with hands on
the hips of the person directly in front.
E. Most powerful team chooses one of following (1 minute to decide):
1. Seize 100 points from any other team and add to its own team total.
Phase #3: Blind Draw (5 Rounds)
A. Shuffle the 7 blind draw cards and place in a stack on a table. Do not indicate
point values of cards. Simply indicate that each of these cards has a point value
(positive or negative).
B. The 7 cards will have the following point values:-25, -50, -100, 50, 75 100, 250.
C. Most powerful team will do one of the following (1 minute to decide):
1. Have team member draw one of the cards, earning points (+ or -) for the
D. There will be 5 DRAWS. Prior to each draw, all 7 cards will be shuffled and
again placed face down in a stack on the table. The most powerful team (may
change after the draw) will be given the same options as above for each of the 5
draws.
E. The most powerful team (again, may have changed) will now designate which
team must perform the HUMILIATION ROUND.
1. Team members from chosen group will draw cards designating which
2. Each member who refuses or does a half-hearted job in the judgment of the
facilitator penalizes his/her group 25 points apiece.
F. Most powerful team will choose one of the following (1 minute to decide):
1. Seize 150 points from any other team and add to its own total.
2. Spin the Wheel of Fortune for points (QUADRUPLE THE POINT
VALUES).
3. Do nothing; continue the exercise.
4. Distribute positive points from #1 or #2 in any fashion designated.
Phase #4: Talent Show
A. This is a lip sync talent show. All groups will lip sync “The Lion Sleeps Tonight”
(or “Monster Mash,” “Heard It Through the Grapevine,” or another choice) in
front of the class.
B. Teams will draw for order of presentation (or volunteer).
C. Each team must choose a lead singer. The rest of the team will act as backup
singers and soprano. Props will be provided (simulated microphones).
D. Hand out lyrics. Play the song through once. Provide 15 minutes for groups to
E. Performances will be judged by facilitator (or neutral party):
1. 1st Place = 500 points
F. HUMILIATION ROUND:
1. Team with the lowest total points must suffer the humiliation.
2. Team members must wear nylons over their heads: nylons will then be linked
G. Most powerful team must choose one of the following (1 minute to decide):
1. Seize 200 points from any other team and add to own total.
Phase #5: The Egg Drop
A. Goal: Drop protected egg from the second story of a building and have it land on
hard ground unscathed.
B. Each group will choose a single uncooked egg.
C. The following resources will be displayed: 2 file folders, 1 set of 3″ by 5″ index
cards (4 in the set), 2 sets of flex straws (5 in one set and 6 in the other), 1 set of
RESOURCES MAY BE USED.
D. Auction the resources one at a time after groups have discussed their strategy for
5 minutes. Each group is given 30 points for bidding (not related to the total
points in the game). Once the points have been bid or the resources are gone the
auction is over.
E. Weigh each egg chosen by the groups, and record.
F. Groups have 15 minutes to prepare their eggs for the drop.
G. Weigh the final product (egg and protection).
H. Proceed to the drop point and drop the eggs, one group at a time.
I. POINTS:
1. Degree of Success:
a. Egg unscathed – 400 points
b. Egg slightly cracked – 300 points
2. Weight: (subtract weight of each egg from final weight measure: use a letter
scale available from a stationery store)
a. Lightest – 200 pts.
b. Next lightest – 150 pts.
c. 3rd lightest – 100 pts.
d. Heaviest – 50 pts.
Phase #6:The Auction
A. There will be 10 rounds to this phase.
B. In each round, teams will make a bid for 1 of the 10 cards shuffled and placed in
a stack face down.
C. Each card has a point value. The points on the cards are as follows(shuffle and
D. In order to “win the bid” one team must outbid all of the other teams before the
card for that round is turned over.
E. Consider the winning bid a negative value. Net points are then determined. For
example, if the team making the highest bid submits a bid of 100 points, but the
card turned over is for 250 points, then that team wins 150 net points.
Conversely, if the high bid is 100 and the card turned over is -250, then that team
loses 350 points for that round.
B. All rounds are sealed bids. Each team will submit a bid on a folded piece of
paper. High bid gets the card (if teams tie, require another higher sealed bid from
the teams that tied). No card appears more than once.
VARIATIONS:
A. Make phase #5 a negotiation “power card” round.
1. The most powerful group must choose ONE of four cards placed face down
on the table. Only the numbers 1, 2, 3, and 4 will appear on top of the cards.
2. Indicate that one card is a “Catastrophe” card, one is a “Disaster” card, one is
a “Problem” card, and one card is a “Bonus.”
3. Do NOT indicate to the teams any point values on the cards. The values,
however, are as follows (so marked on the cards in advance):
Card #1. Disaster:-500 points
Card #2. Problem:-250 points
Card #3. Bonus:+1000 points
Card #4. Catastrophe – 1000 points
4. Three envelopes will be distributed at random, one envelope to each of the
teams that is not the most powerful. The first envelope will contain a slip of
paper which reads: “Card #1 is the Disaster card.” The second envelope will
contain a slip of paper which reads: “Card #2 is the Problem card.” The third
envelope will contain a slip of paper which reads: “Card #4 is the catastrophe
card.” NOTE: The cards should correspond to these designations with the
“Bonus” card as card #3.
5. Tell the teams that information contained in each of the envelopes relates to
the cards.
6. The most powerful team will have 10 minutes to negotiate with any and/or all
NOTE: Teams could all pool their information and devise an equitable
distribution of the Bonus, thereby all becoming “winners.” If the most powerful
group chooses to pick a card without negotiating, they may do so, but impress
upon them how bad the odds are if they do that and that they are inviting
potential disaster for themselves.
B. Reward defiant group with bonus points if the entire group refuses to obey the
authority and perform the humiliation.
C. Conduct only some of the phases of “The Power Carnival” but not all. The goal if
only the first three phases are conducted would be 500 points in order to earn the
extra credit. The goal for phases one through four would be 750 points and for
phases one through five would be 1200 points.
D. Award 10 extra credit points to any group reaching the 2000 mark. Award 5 extra
MATERIALS NEEDED FOR EXERCISE
1. Trivia questions.
2. Wheel of Fortune (or substitute a set of cards with designated points on each card).
3. Kazoos for “The Star Spangled Banner”; container of alcohol and cotton balls to
sterilize kazoos between classes.
4. Plastic noses of barnyard animals for the barnyard humiliation round.
5. Seven sets of pantyhose or seven nylons for the last humiliation round.
6. Blind draw cards with designated point totals.
7. Auction cards with designated point values for Phase #6 Auction round.
8. Tape recordings of “A Lion Sleeps Tonight” and “Bunny Hop” plus a copy of the
lyrics for “A Lion Sleeps Tonight.”
9. Half dozen large eggs; letter scale; resources to protect eggs.
TRIVIA QUESTIONS
1. Allen Ginsberg is noted as
a. an unsuccessful Supreme Court nominee who admitted smoking marijuana
b. an American poet who wrote “Howl”
c. a mystery writer of some renown in Great Britain
d. a German Jew who has brought World War II Nazis to justice
2. “I think, therefore I am” was a famous statement made by
a. Descartes
b. Aristotle
c. Ayn Rand
d. Sartre
3. The Tonkin Gulf Resolution is commonly considered to be
a. the official declaration of hostilities by the United Nations that began the Korean
War
b. the beginning of a series of wars between Israel and the Arab world
c. the “official” beginning of the Vietnam War for the United States
d. a resolution passed by Congress authorizing the 1991 Gulf War
4. He threw more touchdown passes in a single Super Bowl than any other NFL
quarterback
a. Dan Marino
b. Joe Montana
c. Terry Bradshaw
d. Steve Young
5. “A foolish consistency is the hobgoblin of little minds” is a famous statement made
by
a. Oscar Wilde
b. George Bernard Shaw
c. Ralph Waldo Emerson
d. H. L. Mencken
ANSWERS:
VARIATION:
1. The Battle of Hastings was fought in
a. 1917
b. 1607
c. 1066
d. 1860
2. The youngest President of the U. S. when he took office was
a. John Kennedy
b. Teddy Roosevelt
c. Bill Clinton
d. Thomas Jefferson
ANSWERS:
THE POWER CARNIVAL
Instructor Reminder List
Goal: 10 extra credit points – if reach 2000 pts. Potential game points increase with each phase.
Phase #1: The Big Spin
A. Spin the Wheel
B. HUMILIATION ROUND (Most powerful team designates): Kazoos
C. Most powerful team choose 1 (1 minute):
1. Seize 50 points
2. Spin (DOUBLE PTS.)
3. Stand pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in
advance) e.g., “Are you going to keep all the points or share with other
teams?”
Phase #2: Trivial Pursuit
A. Distribute Quiz
1. Right Answer: +100 pts.
B. HUMILIATION RD.: Bunny Hop
C. Most powerful team chooses 1:
1. Seize 100 points
2. Spin (TRIPLE POINT VALUES)
3. Stand Pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in
advance).
Phase #3: Blind Draw (5 rounds)
A. Stack the 7 cards face-down in a pile
B. Most powerful team:
C. 5 DRAWS (shuffle all 7 cards each time)
D. HUMILIATION ROUND: Barnyard Animals
E. Most powerful team chooses 1 (1minute):
1. Seize 150 points
2. Spin (QUADRUPLE POINT VALUES)
Phase #4: Talent Show
A. Lip sync “Lion Sleeps Tonight”
B. 15-minute preparation for all teams (play the song 2 times)
C. Draw order of presentation
D. Point values:
1st Place:500 points
E. HUMILIATION ROUND: NYLONS ON HEADS
F. Most powerful team chooses 1 (1 minute):
1. Seize 200 points
Phase #5: Egg Drop
A. Auction resources: 30 pts. per team
B. Weigh and record each egg selected by groups
C. 15 minutes to protect egg
D. Weigh protected egg and record (subtract weight of egg later)
E. Each group drops egg off a second story onto asphalt (unimpeded)
F. POINTS
1. Degree of Success:
a. Egg unscathed – 400 pts.
b. Egg slightly cracked – 300 pts.
2. Weight:
a. Lightest – 200 pts.
b. Next lightest – 150 pts.
Phase #6: Auction
A. 10 rounds.
B. High bid wins; subtract points bid from points won
C. Between Round 5 and 6, offer same 4 choices as before (Seize points, etc.
PROCESSING “THE POWER CARNIVAL”
Phase #1: Spin and Play
A. Spin the Wheel
1. Power is often the luck of the spin (born into wealth, position, etc.).
2. Those in power don’t necessarily earn it nor deserve the power.
3. Those with little power don’t necessarily deserve such a fate.
B. Humiliation Rounds
1. Ask participants how they felt about the humiliations.
3. Three basic choices available:
a. Refuse to be humiliated (defiance). Why didn’t you defy?
b. Define the “humiliations” as “fun” and treat them as such: this diminishes
the power of the humiliators.
c. Conform to group pressure to acquiesce in the humiliation, especially if
the legitimate authority (facilitator) threatens loss of points for defiance.
4. Draw parallels to Milgram studies. If you feel humiliated, why obey
legitimate authority? Where’s your beltline? Relate to real life choices
(women told to wear skimpy and degrading outfits for their employment,
etc.).
C. Four choices for most powerful group
1. Seize points from another group
a. Competitive/power struggle: “win” at another group’s expense
b. Similar to taking credit for someone else’s work to gain a promotion or
bonus: short-term gain; long-term problems: fosters retribution.
2. Spin the Wheel
a. Risk taking choice: Gamble
3. Do nothing
a. Cautious, play it safe choice
b. Growth (personal or otherwise) rarely comes from playing it safe.
4. Distribute positive points
a. Cooperative/power sharing choice
b. Profit sharing pay systems are similar to this choice.
Those in power must make decisions. Those choices will largely determine future
outcomes. Seizing resources from another group builds resentment and hostility.
Remaining in power usually requires some risk-taking. Playing it safe can reveal