978-1285444604 Solution Manual Part 11

subject Type Homework Help
subject Pages 17
subject Words 2916
subject Authors J. Dan Rothwell

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the powerful team.
2. 2nd Place= 400 points
3. 3rd Place= 300 points
4. 4th Place= 200 points
5. Every team member who refuses to participate or is lackluster in
performance penalizes his/her group 25 points apiece.
F. HUMILIATION ROUND:
1. Team with the lowest total points must suffer the humiliation.
2. Team members must wear nylons over their headsnylons
will then be linked together by a rubber band.
3. Nylons will be worn throughout the 5th phase.
4. Penalize group 25 points for every group member who refuses.
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.
2. Spin the Wheel of Fortune for points (QUINTUPLE POINT
VALUES).
3. Do nothing; continue the exercise.
4. Distribute positive points any way the team chooses.
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 loose paper (3 sheets), a bag of rubber bands (6-12),
small box of paper clips (about 10 clips), 2 lengths of string (each about a
meter in length), 1 piece of cardboard (about 8" x 11"), 2 rolls of scotch
tape with dispensers. NO OTHER 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 unscathed400 points
b. Egg slightly cracked300 points
c. Medium to large cracks150 pts.
d. Yolk/white oozing50 pts.
e. Egg explodes0 pts.
2. Weight: (subtract weight of each egg from final weight measureuse
a letter scale available from a stationery store)
a. Lightest200 pts.
b. Next lightest150 pts.
c. 3rd lightest100 pts.
d. Heaviest50 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 place face down): -250, -250, 300, 300, 350, 500, 500, 500, 750,
1000 (NOTE: All cards total +3700 points, enough to get most or all
teams to the 2000 point goal even this late in game). DO NOT indicate
what the range of points is nor how many negative cards there are. Keep
it ambiguous.
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.
F. 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 teams for information that would help
them choose which card to pick. Collect all 3 envelopes from
the teams prior to negotiations (Most powerful team must
trust the word of each team regarding what information is in
each envelopethey can't see it until they have made an
agreement).
7. All negotiated transactions between the most powerful group
and any of the other 3 teams must be in writing.
8. The most powerful team will now choose 1 of the 4 envelopes
on the table.
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 credit points to any group coming close to the 2000 mark (i.e.
1500+); or give 20 extra credit points possible on Twelve Angry Men
paper to groups making the 2000 point goal and 10 extra credit points
possible on the same assignment for groups falling short of the 2000
point goal.
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
page-pf6
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
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
THE POWER CARNIVAL
Instructor Reminder List
Goal: 10 extra credit pointsif 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.
2. Wrong Answer: -100 pts.
3. No Answer: -50 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:
1. Has member draw for it (keep points)
2. Designate another team to draw (that team keeps points)
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)
3. Stand pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in advance)
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
2nd Place: 400 points
3rd Place: 300 points
4th Place: 200 points
E. HUMILIATION ROUND: NYLONS ON HEADS
F. Most powerful team chooses 1 (1 minute):
1. Seize 200 points
2. Spin (QUINTUPLE point values)
3. Stand pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in
advance)
Phase #5: Egg Drop
A. Auction resources30 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 unscathed400 pts.
b. Egg slightly cracked300 pts.
c. Medium to large cracks150 pts.
d. Yolk/white oozing50 pts.
e. Egg explodes0 pts.
2. Weight:
a. Lightest200 pts.
b. Next lightest150 pts.
c. 3rd lightest100 pts.
d. Heaviest50 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.
2. The humiliation of relative powerlessness, someone else controlling
your life, is suggested by this part of exercise.
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 bonusshort-term gain; long-term problems
fosters retribution.
2. Spin the Wheel
a. Risk taking choiceGamble
b. Similar to parents betting their life savings on the stock market
or a small business scheme. It may pay off or it may end in a big
loss for family.
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 timidity and inability to adapt to
change. Adopting a cooperative, power-sharing approach has the advantage of building social
credits and lessening motivation among less powerful groups to retaliate against the group in
power. Choice #2 and #3 above taps into the group polarization effect.
Phase #2: Trivial Pursuit Quiz
A. Information and expertise are power resources. If a group member knows the
answer to one of the questions, he or she becomes a "hero" and earns points for the
group. Status increases.
B. Cooperation is preferable to competitionpool knowledge among groups
and produce synergy. Groups often make this phase competitive when it
need not be (competitive mindset).
Phase #3: Blind Draw (5 Rounds)
A. Creates possibility of a power shift. Sometimes loss of power is a matter of luck.
B. Will power shift produce retribution? Payback time for competitive choices made
earlier in the exercise?
C. Will powerful group offer less powerful groups a chance to gain points? Will
powerful group choose to play it safe by giving the draw to other groups, thereby not
risking possible negative draws.
Phase #4: Talent Show
A. Personal qualities act as power resources.
B. Some groups just have more charisma, more "stars" who can connect
with an audience. Increases status within the group and the class when
a great performance by an individual or group is given (empowerment).
C. Competition is not always avoidable. Talent show is a contest.
Phase #5: The Egg Drop
A. Big lesson in cooperation (power sharing). Groups that work together
not against each other, usually do better on the egg drop. Sharing
resources to protect all the eggs can be quite productive.
B. Power and creativity are linked. Creativity is often rewarded.
C. Dominant members tend to bully the group into one design without
careful discussion or group sharingcompetitive (loss of synergy).
D. Murphy's Lawgroups tend to concentrate on only what can go right
with their designs, not what might go wrong and require design changes.
Phase #6: The Auction
A. Competitive strategy of trying to outbid other teams is a loser.
B. Cooperative strategy of working together (one team each round bids a
single point and other teams bid zero) produces a potential 3700 points
minus 10 points for bids. Teams have to trust each other and work together throughout.
VIII. Excerpt from Michael Moore’s TV Nation, Vol. 2.
A. Show the segment about 10 minutes into the video that shows Janeane
Garofalo organizing a group to invade a private beach in Connecticut.
2. 2nd Place= 400 points
3. 3rd Place= 300 points
4. 4th Place= 200 points
5. Every team member who refuses to participate or is lackluster in
performance penalizes his/her group 25 points apiece.
F. HUMILIATION ROUND:
1. Team with the lowest total points must suffer the humiliation.
2. Team members must wear nylons over their headsnylons
will then be linked together by a rubber band.
3. Nylons will be worn throughout the 5th phase.
4. Penalize group 25 points for every group member who refuses.
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.
2. Spin the Wheel of Fortune for points (QUINTUPLE POINT
VALUES).
3. Do nothing; continue the exercise.
4. Distribute positive points any way the team chooses.
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 loose paper (3 sheets), a bag of rubber bands (6-12),
small box of paper clips (about 10 clips), 2 lengths of string (each about a
meter in length), 1 piece of cardboard (about 8" x 11"), 2 rolls of scotch
tape with dispensers. NO OTHER 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 unscathed400 points
b. Egg slightly cracked300 points
c. Medium to large cracks150 pts.
d. Yolk/white oozing50 pts.
e. Egg explodes0 pts.
2. Weight: (subtract weight of each egg from final weight measureuse
a letter scale available from a stationery store)
a. Lightest200 pts.
b. Next lightest150 pts.
c. 3rd lightest100 pts.
d. Heaviest50 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 place face down): -250, -250, 300, 300, 350, 500, 500, 500, 750,
1000 (NOTE: All cards total +3700 points, enough to get most or all
teams to the 2000 point goal even this late in game). DO NOT indicate
what the range of points is nor how many negative cards there are. Keep
it ambiguous.
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.
F. 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 teams for information that would help
them choose which card to pick. Collect all 3 envelopes from
the teams prior to negotiations (Most powerful team must
trust the word of each team regarding what information is in
each envelopethey can't see it until they have made an
agreement).
7. All negotiated transactions between the most powerful group
and any of the other 3 teams must be in writing.
8. The most powerful team will now choose 1 of the 4 envelopes
on the table.
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 credit points to any group coming close to the 2000 mark (i.e.
1500+); or give 20 extra credit points possible on Twelve Angry Men
paper to groups making the 2000 point goal and 10 extra credit points
possible on the same assignment for groups falling short of the 2000
point goal.
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
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
THE POWER CARNIVAL
Instructor Reminder List
Goal: 10 extra credit pointsif 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.
2. Wrong Answer: -100 pts.
3. No Answer: -50 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:
1. Has member draw for it (keep points)
2. Designate another team to draw (that team keeps points)
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)
3. Stand pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in advance)
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
2nd Place: 400 points
3rd Place: 300 points
4th Place: 200 points
E. HUMILIATION ROUND: NYLONS ON HEADS
F. Most powerful team chooses 1 (1 minute):
1. Seize 200 points
2. Spin (QUINTUPLE point values)
3. Stand pat
4. Distribute positive points from #1 and #2 any way chosen (indicate in
advance)
Phase #5: Egg Drop
A. Auction resources30 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 unscathed400 pts.
b. Egg slightly cracked300 pts.
c. Medium to large cracks150 pts.
d. Yolk/white oozing50 pts.
e. Egg explodes0 pts.
2. Weight:
a. Lightest200 pts.
b. Next lightest150 pts.
c. 3rd lightest100 pts.
d. Heaviest50 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.
2. The humiliation of relative powerlessness, someone else controlling
your life, is suggested by this part of exercise.
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 bonusshort-term gain; long-term problems
fosters retribution.
2. Spin the Wheel
a. Risk taking choiceGamble
b. Similar to parents betting their life savings on the stock market
or a small business scheme. It may pay off or it may end in a big
loss for family.
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 timidity and inability to adapt to
change. Adopting a cooperative, power-sharing approach has the advantage of building social
credits and lessening motivation among less powerful groups to retaliate against the group in
power. Choice #2 and #3 above taps into the group polarization effect.
Phase #2: Trivial Pursuit Quiz
A. Information and expertise are power resources. If a group member knows the
answer to one of the questions, he or she becomes a "hero" and earns points for the
group. Status increases.
B. Cooperation is preferable to competitionpool knowledge among groups
and produce synergy. Groups often make this phase competitive when it
need not be (competitive mindset).
Phase #3: Blind Draw (5 Rounds)
A. Creates possibility of a power shift. Sometimes loss of power is a matter of luck.
B. Will power shift produce retribution? Payback time for competitive choices made
earlier in the exercise?
C. Will powerful group offer less powerful groups a chance to gain points? Will
powerful group choose to play it safe by giving the draw to other groups, thereby not
risking possible negative draws.
Phase #4: Talent Show
A. Personal qualities act as power resources.
B. Some groups just have more charisma, more "stars" who can connect
with an audience. Increases status within the group and the class when
a great performance by an individual or group is given (empowerment).
C. Competition is not always avoidable. Talent show is a contest.
Phase #5: The Egg Drop
A. Big lesson in cooperation (power sharing). Groups that work together
not against each other, usually do better on the egg drop. Sharing
resources to protect all the eggs can be quite productive.
B. Power and creativity are linked. Creativity is often rewarded.
C. Dominant members tend to bully the group into one design without
careful discussion or group sharingcompetitive (loss of synergy).
D. Murphy's Lawgroups tend to concentrate on only what can go right
with their designs, not what might go wrong and require design changes.
Phase #6: The Auction
A. Competitive strategy of trying to outbid other teams is a loser.
B. Cooperative strategy of working together (one team each round bids a
single point and other teams bid zero) produces a potential 3700 points
minus 10 points for bids. Teams have to trust each other and work together throughout.
VIII. Excerpt from Michael Moore’s TV Nation, Vol. 2.
A. Show the segment about 10 minutes into the video that shows Janeane
Garofalo organizing a group to invade a private beach in Connecticut.

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