|
Problem-based learning (PBL) is currently being emphasised in NUS teaching
in order to have students apply what they learn in a practical situation.
In the Faculty of Law, PBL has always been part of the teaching process.
Students in the various law subjects are usually provided with hypotheticals
(what other Faculties may refer to as case studies) as tutorial problems.
They are then asked to analyse the factual situation, to discuss the rights
of the various parties involved and to advise them.
PBL was taken one step further in the Law Faculty’s Cross Faculty
Module, “Introduction to Commercial Law”, that covered contract
law and company law. The problem with traditional PBL as used in most
law schools is that the hypotheticals often seem distant and students
find it hard to relate to the facts.
A new approach to teaching the module—the Contract Game—was
introduced. The aim of this game was to get the students actively involved
in making their own contracts and bearing the consequences of making poor
contracts. Students were divided into teams and asked to negotiate with
each other. The setting was the early 1800s when South East Asia was being
colonised by the East India Company. Some of the teams were designated
as ship-owning teams while other teams were cargo-owning teams. In order
for the teams to make money, they would have to co-operate with each other
so that cargo could be shipped to various parts of Asia. A small prize
of Borders book vouchers was offered to the winning team. Teams would
be judged on the profit they made as well as how well they learnt the
lessons taught.
The evening lessons went on as normal, but usually ended slightly earlier
to allow students to make contracts with each other. However, many teams
did not need this extra time to deal with each other. Some teams commented
that they got carried away with the game and were spending hours discussing
deals first with their team-mates by handphone and the Internet, and then
negotiating with other teams.
Apart from the main aim of teaching them skills in relation to contract
law, students reported that they learnt a wide variety of skills from
the exercise (e.g. teamwork and negotiation skills). They learnt how to
read contracts carefully, how to draft them, and how to define terms and
provide for unforeseen contingencies. The cargo owning and ship owning
teams discovered that they could enter into a wide variety of arrangements.
For example, some ship owners merely purchased cargo, some borrowed money
from other teams in order to meet expenses, some entered into joint ventures
with cargo owners with profits being shared in a variety of ways. To reward
students who actively participated, one of the examination questions required
them to either discuss what they had learnt from the Contract Game or
to discuss its bad and good aspects.
The winning team won $90 worth of Borders vouchers donated by myself.
They wrote an excellent report on why they deserved to win the game. Besides
being the most profitable team, all its members also participated actively
and played roles that showed a good division of labour in the team (e.g.
one member in the team played the accountant to keep track of income and
expenditure while another was in charge of market and competitor intelligence
to keep track of what other teams were doing).
All in all, most of the students found the exercise extremely interesting
and useful. However, a few commented that there were some downsides (e.g.
some teams were not as active as the others, and some felt that the game
dragged on for too long).
Suggestions and comments
Without wishing to sound as if I know how teaching in other law subjects
and faculties can be best conducted, I would like to suggest how games
could be used to teach a wide variety of subjects in the following ways:
- Banking law
Some students could assume the role of bankers while others play the
role of borrowers. The game could be carried out with a simple economic
model attached so that bankers will have to juggle default protection
against customer acquisition, while borrowers would like to provide
as little collateral as possible.
- Building and construction subjects
Students could be divided into teams representing the government planning
authorities, developers, financiers and contractors.
- Political science subjects
Students could be divided into teams representing different countries,
with the power to make treaties with each other including free trade
agreements, mutual defence treaties or even military co-operation treaties
to attack a common enemy!
Gaming is a good way to teach because it tries to simulate a realistic
environment where students can learn and practice their skills. Also,
games suggest fun, while studies may imply tedium and boredom. Combining
both helps to keep teaching exciting and lively.
However, gaming is not without its drawbacks from the teaching perspective.
Gaming often puts students in direct competition with each other (i.e.
interaction is required). Bitter feelings can sometimes be generated when
students feel that others have not played fair or have deceived them.
Running a game also requires a substantial amount of work in designing
the game and administering it (feeding information to the students, recording
their actions, and keeping track of the game situation). It is often not
possible to introduce gaming situations strictly at the same pace as the
subject is taught. Thus students may have to deal with problems for which
they have not been taught the solution. Some students may be unhappy with
such a situation.
Finally, in games, random events, which may affect different teams in
different ways, are often introduced. For example, if storms occur, some
teams might lose their ships. Students may claim that this is not fair,
but “Welcome to the real world!” would be my reply. Bearing
this possible inequality in mind, lecturers should consider how performance
during gaming would affect the students’ final grade for the subject.
|