
One of our perennial themes here at ALPSBlog is the notion of learning from learning, the idea that even when nominal objectives are not achieved, there’s still something (much, even) to be learnt. I get you to try and build a 20m bridge across a lake, using only tissue paper, you fail, but get something from the experience none-the-less.
This past week I was asked (jokingly, I hope) whether I could capture the negotiations on the Greek bailout saga. I’ll assume you’ve heard about this, even if you didn’t follow the details and that, like me, your over-riding impression was one of a chronic failure to find constructive or timely agreement between the various parties. The Onion has its own drole simulation of the forces at work.
Now this is different from the learning from failure model in that it appears to be a situation where failure to find some agreement is not an acceptable option and where all the good options are excluded and all the remaining options come with big costs. Let’s call it a messed-up situation that only gets worse over time.
Now this is really interesting to explore with students, both as a specific case and an example of poor negotiation. As a case-study, the Greek crisis touches on democracy, European integration, party politics, macro-economics and a bunch of other big social science issues: any simulation would be a great entree into these. As a negotiation format, it brings together an interesting combination of domestic and international actors, with varying degrees of resource (and legitimacy) in an environment where rules are highly flexible (which means you could capture much of the fluidity in a classroom).
However, the big question is quite what you want to capture in a simulation.
If the main thing is the inability to find a lasting solution, then you immediately hit an issue with the time and space constraints of the classroom: neither your students nor your university will let you have a simulation that drags on for several years. The only option here would be to have a game where resolution was fundamentally impossible, and each new cohort of students would simply play during their allotted time, to reach a new conditional outcome. However, that comes at a price to the visibility of the whole sequence.
If the aim is to highlight the lack of good options, then it becomes much easier. A few years ago (i.e. nearer the start of the Greek crisis), I wrote a game about austerity politics, modelled very much on the Eurozone’s travails. This game hasn’t got a good outcome (in the sense of optimal for most players), but it could be extended further, either by adding more domestic political constraints/challenges or by creating an external IMF-ish role to make it even more painful. The game already has rounds, so you could just keep on pushing this on, so that everyone get’s even more tetchy with each other.
A third option would be to focus on how the unstructured nature of the negotiation environment matters. Students could be given the task of trying to design a more formalised structure for the participants, with roles and responsibilities, in order to help them see how the different parts fit together. This would then be a critique of the real situation and a way into the underlying tensions.
This last is something that I’m tempted to try with my students this autumn, not least because they will have to learn how to organise themselves in order to be able to discuss productively how others should be organised. Since I’m aware that my students do read these posts, I’ll say no more, other than I can see several ways that they could do this, to better or worse effect.
This last point brings us back to the main issue, namely of identifying your learning objectives. That’s not just true of this, but of all your learning activities. Once you know where you want to end up, the path to get there becomes that much more clear.