After playing Prodiability, the learner will be able to:
The game is designed for first year law students.
As part of the initial instruction
Once students know the theory surrounding Product Liability Law (from text reading or classroom lecture), this game can be used in a classroom setting to teach applicability and reinforce the theory. The game can accommodate up to seven single players or teams. The class instructor will act as a mentor and guide as the students play the game. The instructor has the final decision as to the accuracy of each of the students' statements as they progress along each path.
To reinforce knowledge and information learned (as a study tool before exams)
In this form the students play the game without the assistance of the instructor. Therefore they will need to refer to class texts and appropriate references to validate the information used to progress along each path. Some of the information needed is provided with the game documentation in the form of a reference sheet. But this is not comprehensive and will not determine if the information given is correct or not.
The object of Prodiability is for each player to:
The game can be played 2-7 individual players or players can form
teams (as in a classroom setting).
Game time varies from 1-3 hours depending on the level of debate the
students engage in during the game.

Open up the board onto a large table or the center of the floor.
Players need to be able to move around each side to move their
playing piece along the desired path.
Place the Chance, Jury and Defense cards
on the appropriate spaces.
Place the Elements Vault at the head of each category
of cause of action (Negligence, Specific Product Liability, and
Warranty).
Put one Fact Card into each file folder.
Place the file folders on the desk at the starting point.
Place all player pieces on the desk.
Issue each player (or team) $200 per diem.
Janeen Kerper is a law school professor at California Western
School of Law. She also heads The Center for Creative Problem
Solving. She is one of my personal training clients as well. One day
we were talking about the classes I am taking through the Educational
Technology Program at SDSU. As we were talking about the Games and
Simulations class she told me about a board game that three of her
students built as a class project. She asked if I could evaluate and
refine the game so that it could be used as an instructional product
in other law classes.
I contacted the game developers - Pantena Ebrahimi, Shon Northam, and
Rozana Sinishtaj - and told them what Professor Kerper and I
discussed. They were very interested in working with me on this
project and refining the game.
I met with the students three times while working on this project. My
first goal was to evaluate the structure of the game and the subject
matter to determine instructional goals of the game. I also wanted to
know if the content led itself to the type of game they developed. I
was happy to find that it did. By interviewing the students and
Professor Kerper I was able to determine the instructional goals and
objectives being taught and reinforced using the game.
One of the biggest challenges of this project is that I am not a
subject matter expert in Products Liability Law. In fact, before
starting this project, I didn't know anything about it. This made
refining the game more of a challenge because I had to ask the SME's
everytime I wanted to change something on their original game board.
However, they were very accomodating and liked the changes and
additions I made to the game.
The subject matter being taught is organized procedurally. This lends
itself to a race type format. There is some decision making required
and this is covered as the student chooses which path to take and
which elements to satisfy. Their communication and persuasion skills
are challenged when they have to articulate the elements and defend
their cause of action to their fellow classmates and game
participants.
The structure of this game offers two distinct instructional
advantages.
1. Used under the guideance of an instructor --
If the game is played in a classroom setting with the instructor
present, the instructor acts as the judge. This gives the students a
more "real life" scenario where they have to articulate the elements
of each legal theory to the judge rather than their peers. The
instructor can also add additional circumstances that would further
challenge the student's thought process surrounding the subject.
2. Used as a study tool before exams --
Students can play the game without an instructor present after they
have covered this information in class. They will have to refer to
references and texts to insure the accuracy of the information given
by fellow players. This stimulates inductive learning and encourages
the students to go beyond what was taught in class. The developers
told me that everytime they played the game they learned something
new from each other. They also found that they had more questions
that they needed the professor to answer for them.
The overall structure of the game provides a great opportunity for enhanced instruction. Keller's ARCS model applies here because the game grabs the playerís attention, the metaphor provides relevance to the studentís future profession, the game builds confidence by providing constant feedback as the player moves along a path, and satisfaction is gained when the player is rewarded for a correct response. Here are more specifics:
As I began to work with the game board I noticed a lot of
repetition. I attempted to simplify the board and make it more
cyclical. However, the procedures being taught are not as cyclical as
the board suggests.
In my attempt to simplify, I also wanted to "clean up" the board
because it looked too cluttered to me. The developers used a standard
poster board; this was not big enough for the 9 pathways with
approximately 25 element squares in each path. So I "opened it up"
and used 4 poster boards. This allowed me to make the element squares
1"x1" and made the graphics easier to see.
I kept the basic structure of the board. Each of the element squares
uses a graphic to symbolize the case that defines the element. These
graphics help the students to remember the associated cases and
information surrounding each element. Here is an example of the
element squares
I reorganized the paths so that each legal theory was grouped
together. Grouping the legal theories together made the board look a
little more organized. I also color coded the element squares to
element cards that act as a prize or reward for satisfying that
element.
I added the "chance" squares. This adds an element of real life to
the process. The chance cards are descriptions of things that happen
in everyday life that affect the way we conduct business. Here are
some examples of the chance cards:
Although this board game is more fully developed than the original
version, it still needs further refinement to cover all the issues of
Product Liability Law. For instance, some of the information on the
reference sheets provided to me by the students does not match the
board layout or element squares. The board should be checked for
accuracy by an instructor or other SME (beyond the level of a first
year law student). I was not able to do this due to time
constraints.
Also, there needs to be more chance cards developed and more chance
spaces added to the board (not enough room on this version). The
Elements Vault should also be improved and the elements cards further
refined.
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