The game: a business law class competition.
Ostapski, S. Andrew ; Cunningham, Donna J. ; Williams, Jane 等
INTRODUCTION
In recent years, business law and legal environment instructors
have left the comforts of the traditional lecture-based style of
teaching to explore a variety of innovative teaching techniques that
emphasize student experiential learning. These include writing exercises
in which students take a few minutes before the end of class to jot down reflections about what they have learned in class that day (Sparrow,
2001), simulations in which students use role playing to understand the
relationship between legal concepts and procedures (Corrada, 1996), and
games in which students answer substantive law questions in an activity
modeled after a popular game show (Rosato, 1995).
There are several reasons for this pedagogical transition from
purely lecture-based teaching. Studies have shown that certain students
are more motivated to learn when they are active participants in the
educational process. (Rosato, 1995) The students attend class more
frequently when there are course activities that must be done in class.
(Friedman, Rodriguez & McComb, 2001) Perhaps, most importantly,
through learner-centered activities, students can practice such
necessary business skills as resource management, interpersonal
communication, information management, systems management, and the use
of technology. (Kendall, 1999) "Practical learning enables young
people to enter the world of work with the confidence to tackle everyday
problems." (Powell, 2005) Given the positive response of students
to these alternative student-centered teaching methods, it should come
as no surprise that students categorize teachers as "best" or
"worst" based in part on whether the professor utilizes a
variety of teaching methods. (Brown & Tomlin, 1996)
One way to think (and teach) outside of the traditional teaching
box is to incorporate into business law and legal environment courses
(referred to hereinafter as legal studies courses) a content-based,
semester-long learning activity called THE GAME. Similar to a board game
or quiz show in which participants must perform various tasks and answer
questions in order to outsmart each other and be declared the winner,
THE GAME motivates students to seek knowledge, document their work,
strategize, and cooperate as a team in a way that reflects real life
business challenges. And, as in real life, THE GAME also teaches that,
despite a person's best efforts, the results may not be as
anticipated, and the expected rewards may not materialize.
The instructor's goals of THE GAME are to encourage students
to (1) read their textbooks and supplemental materials in preparation
for class; (2) work together as accountable team players within an
organized structure; (3) use web-based technology to research assigned
problems and communicate among the team members to formulate solutions;
(4) follow the technical rules of THE GAME as carefully as businesses
are required to follow statutes and agency regulations; and (5) keep a
detailed record of their activities by means of a LOGBOOK.
THE GAME is designed so that its implementation and administration
will not suffer from the negative aspects of most experiential learning
activities, such as the sacrifice of substantive learning time,
administrative headaches, and unrealistic teacher preparation
requirements. (Dallas, 1995) In fact, experience gained over several
years with both undergraduates and graduates showed that THE GAME worked
best when the instructor allowed the teams to manage themselves and
develop their own style of learning.
DESCRIPTION OF THE GAME
An Overview
Student teams will draw at random a card which will assign a task
to be performed. This is accomplished by the instructor's
preparation of five playing-card-sized index cards which either assign a
legal research project, or require the team to create or to answer
questions regarding assigned reading materials, or present other
options. As they carry on the activities of THE GAME, the teams are
responsible for dividing the work among their members, earning points by
successfully accomplishing the task assigned, and by recording their
activities in a LOGBOOK. Learning activities and record-keeping
activities each constitute about half of the team's ultimate score.
THE GAME concludes with a FINAL CONFRONTATION, in which all questions
are presented and answered, and a winning team is declared.
Group Size
The class is divided into three approximately equal sections. For
optimum results, each section should consist of three to sixteen
members. A smaller section does not have enough team members to do the
work; a larger section becomes unwieldy.
Within the optimum sized sections, smaller or larger-sized groups
encounter the kinds of issues which similarly sized businesses
encounter. Smaller group sizes are usually easier to manage, but the
group members' workloads are greater. In larger groups, the team
members' individual workloads decrease, but leadership,
communication, and management of human resources become much more
important concerns. These are skills that some businesses have sought to
develop in employees through the use of games and simulation activities.
(Brotherton, 1999) THE GAME also serves this purpose.
The Cards
There are 5 types of cards:
THE PROJECT CARD
THE PROJECT CARD represents a research project involving a
humorous, hypothetical legal dispute to be assigned by the instructor to
the team drawing the PROJECT card. The team must propose a solution, and
present it to the class on the due date a few days in the future (Game
Day). THE PROJECT presentation has a scoring value of zero to ten
points, in the discretion of the instructor.
Strategy
The PROJECT CARD TEAM's presentation may be challenged by
another team, and if that team's presentation is better, some or
all of the points awarded for the PROJECT TEAM'S presentation may
be taken away. This gives the PROJECT CARD team a great incentive to
create an excellent presentation. Just as in business, even a likely
sale may be lost to a competitor.
THE TEN QUESTIONS CARD
The team that draws THE TEN QUESTIONS card must create a set of ten
objective questions derived from the assigned reading, to be approved by
the instructor. (In order to accomplish this, the team prepares twenty
questions, and the instructor uses discretion to choose the ten most
appropriate ones.) The questions will be administered as a quiz to be
answered on Game Day by another team (or possibly two teams; see infra).
The TEN QUESTIONS have a scoring value of up to ten points for correctly
answered questions.
Strategy
The team drawing the TEN QUESTIONS card does not earn points for
creating the questions. The TEN QUESTIONS team may earn points only if
the team answering the questions fails to "pass" the test. (In
order to "pass" a test, 70% of the team members must earn 70%
or more. However, the team of test-takers will always earn the average
score of its members, expressed in whole numbers, even if they
"fail" the test.) If the team answering fails, all points that
team could have earned will be awarded instead to the TEN QUESTIONS
team. The objective, then, for the TEN QUESTIONS team is to make the
questions challenging. The instructor must make certain that the
questions are fair.
THE O CARD
The team that draws this card must answer the TEN QUESTIONS. The
TEN QUESTIONS will be administered in writing, as a quiz, which takes
about five minutes. If at least 70% of the O CARD team members earn 70%
or more, the O CARD team will have "passed" the test, and will
earn up to 10 points. The O CARD team's score is computed by taking
the average of the scores for each team member. However, if the O CARD
team does not meet that passing threshold, it "fails" the
test, and earns only the average of the team members' scores. In
that case, ten points are awarded to the TEN QUESTIONS team.
Strategy
If the O CARD team is to earn any points, it must be well-prepared.
In addition, for the O CARD team, a complication arises if the X CARD
team also decides to answer the TEN QUESTIONS, as is their right (see
infra). In that event, each team may earn up to ten points, but the
failing team can only lose 5 points. If both teams fail, the total
points lost would be ten. Thus, the O CARD team is competing not only
with the TEN QUESTIONS team, but also, perhaps, with the X CARD team.
THE X CARD
The team that draws the X CARD may answer the TEN QUESTIONS,
challenge the team that has made THE PROJECT presentation, or do both.
If the X CARD team chooses to answer the TEN QUESTIONS, the members must
"pass" the test to prevent the TEN QUESTIONS team from
scoring. (Recall that to "pass" the test, at least 70% of
their members must earn at least 70% on the test). If they fail, they
will nevertheless earn the average of the scores earned by their team
members, expressed in whole numbers.
If the X CARD team instead chooses to challenge the presentation
made by the PROJECT CARD team, they must work to deliver a better
presentation at the next class meeting. If the X TEAM's
presentation is better than that of the original PROJECT team, the X
team may be awarded some or all of the points awarded to the original
PROJECT team, in the discretion of the instructor, up to a possible ten
points. It is possible for a team to have a total negative number of
points.
Strategy
If the team's members decide to answer the TEN QUESTIONS, they
may earn up to ten points. If they decide to challenge the PROJECT team,
they may earn up to ten points. Their first strategic decision is to
decide which task(s) to undertake, or to undertake both at the cost of
additional time and effort. In making that decision, they must consider
not only the potential points to be made, but the strengths and
weaknesses of their team members, the workload involved and the time
available. Just as in business, a multitude of factors must be
considered in making a strategic business decision.
THE WILD CARD
If a team first draws THE WILD CARD, the instructor turns over the
remaining cards, and the team may choose from among those. The team will
then have the option(s) presented by that card, along with its scoring
possibilities.
Time Required
The luck of the draw determines the number of activities to take
place on Game Day but both THE PROJECT and the TEN QUESTIONS quiz can be
easily completed within a half hour, leaving enough time for lecture or
other activities.
Presentation of THE PROJECT should be limited to twenty minutes.
The TEN QUESTIONS test should last no more than five minutes.
Administrative issues concerning THE GAME, such as discussion of the
rules, may consume an additional five to eight minutes. In a typical
Game Day class period, the total time commitment should be less than
thirty minutes. The term's FINAL CONFRONTATION, the activity that
reviews all of the sets of TEN QUESTIONS used throughout the term,
should stop after one hour or when all the questions have been correctly
answered.
Physical Setting
Ordinarily, a regular classroom should be sufficient for conducting
THE PROJECT or THE TEN QUESTIONS exercises. For the FINAL CONFRONTATION,
it may be helpful to use a lecture hall, which would allow the
instructor to segregate the teams into different sections of the hall,
and also to designate an area as the PIT. (See infra.)
E. Materials & Equipment Needed
Students may require a computer station with appropriate software
and Internet access to make PROJECT presentations in the classroom. If
they are unavailable, an overhead machine or handouts for each student
would be adequate substitutes.
THE PROGRESS OF THE GAME
Formation of Teams
First, the instructor reads the rules of THE GAME. (The SHORT FORM
rules of THE GAME, to be distributed to class members, may be found in
Appendix 1.) Next, teams are formed. Students are asked to divide
themselves into three more or less equally numbered teams: THE RED, THE
WHITE, and THE BLUE teams, within two minutes. After the time elapses,
the instructor randomly assigns any participants without a team in order
to equalize the groups. Then, each team must elect a leader and a
co-leader within two minutes. After the time elapses, any team without a
leader or co-leader will have one randomly assigned by the instructor.
Leaders can be removed and their replacements elected at any time by
majority of the team members.
The Game Begins
The instructor brings the five "task" cards (PROJECT, 10
QUESTIONS, X, O and WILD), and lays them face down on a desk or table.
THE GAME begins when a representative of each team chooses one of
the cards. The card drawn will determine the team's first assigned
task. However, if a team draws the WILD CARD, then the instructor will
turn over the cards remaining, and the team will choose from among
those.
The Game Progresses
PROJECTS are presented and perhaps challenged, and X and/or O teams
answer the TEN QUESTIONS, each team improving its score with good
presentations and correct answers, losing points to better
presentations, or failing to earn points because of incorrect answers.
If a PROJECT challenge is successful, the instructor will award to the
challenging team some of the points previously awarded to the original
presenting team for its presentation. If a team fails the TEN QUESTIONS
test, then the TEN QUESTIONS team will earn ten points. The team of test
takers will always earn the average score of its members expressed in
whole numbers. THE GAME continues in this fashion throughout the
semester, addressing each topic chosen by the instructor.
THE FINAL CONFRONTATION
Lessons learned throughout the term are put to the test during the
final phase of THE GAME. In open class, the instructor will verbally ask
a question drawn from the pool of all of the sets of TEN QUESTIONS used
during the course of the term. Any member from any team may answer. The
first person to respond to a question gets the opportunity to answer
verbally. If the student answers correctly, the student becomes a
WINNER; the WINNER's team earns one point and the WINNER gets a
token reward, such as a penny.
If the student answers incorrectly, the student giving the wrong
answer becomes a LOSER and is held in the PIT (an area designated by the
instructor), isolated from his or her teammates. The LOSER may not
participate in THE GAME until the student's release is earned. If
the LOSER's team subsequently answers a question correctly, then
the LOSER may be released, but no points will be earned. However, the
team may make the strategic decision to leave the team member in the PIT
and instead earn points.
A question which is answered incorrectly may be asked repeatedly
until it is correctly answered. If one team is completely eliminated,
then the remaining two teams may continue to compete until (1) all the
questions in the pool have been asked, (2) only one team remains, or (3)
the instructor decides to end the game.
FOR THE INSTRUCTOR: OPERATIONAL DETAILS OF THE GAME
The Project Card
One or two legal issues are contained in THE PROJECT scenario,
which is a humorous, hypothetical situation relating to the recently
covered material. THE PROJECT, researched and presented by the team that
draws THE PROJECT card, should demonstrate, within twenty minutes, how
the legal issue may be practically resolved. Legal and business issues
should be presented in a humorous way to maintain the interest of the
students. However, the more practical the situation presented is, the
more immediate and effective are the learning results. (Smith, 2005)
Hypothetical situations for undergraduate and graduate PROJECTS may be
found in Appendix 2.
THE GAME SUPPLEMENTS LECTURE
Anecdotal evidence, derived mostly from students' comments,
supports the conclusion that greater learning takes place when students
experience THE GAME along with traditional lecture. (See BUSINESS LAW:
THE GAME Message Index at
http://www.valdosta.edu/cgi-bin/sostapsk/classbbs/thegame/config.pl for
a partial list of comments. One student stated, "The ten questions
helps me stay on top of my reading in class." Another student
commented, "The Game has helped me learn and prepare for the tests
better than just reading the book. I have learned to apply the
information in real life situations (sic)."
Scheduling; Frequency
No fixed schedule is required for playing THE GAME. Based on class
considerations, the instructor decides how to integrate THE GAME into
the course curriculum to achieve the objectives stated in the syllabus.
THE GAME may be played when a key topic is discussed in class. If a
structured time frame is important, the instructor may schedule each
round of play every other week, or some other period, during the
semester to maintain a learning momentum. THE PROJECT and the TEN
QUESTIONS exercises may cover the same material to reinforce
students' understanding or may be applied to different topics for
increased coverage of the materials.
Topics
Absent special circumstances, THE GAME may be played whenever a new
area of law is covered. A group of suggested topics would be, for
example, the Judicial System and Litigation, Contract Law, Negotiable
Instruments and Secured Transactions, Agency and Private Employment Law,
Non-Corporate Business Entities, Corporate Law, and Securities
Regulation. On the average, THE GAME may be played, time permitting,
about seven times during the academic term.
THE LOGBOOK
At the inception of THE GAME, no particular instructions are given
for maintaining the logbook. However, the instructor makes a preliminary
review of each team's log within the first three weeks of class and
issues a brief memo to each group as to how it may be improved. Students
learn that adequate documentation must be created to build team unity
and to properly record events pertaining to THE GAME, including
individual student contributions to game play. Accomplishing this task
is a significant learning activity. Unlike other exercises, THE GAME
stresses the importance of effective documentation, which can be crucial
in real business situations. (Kreiter, 2006; Morris, 2006; Wagner, 2006)
The students' efforts to prepare complete documentation pertaining
to THE GAME provide experience which may help them to better document
during their business careers. The importance of documentation cannot be
understated. To emphasize this point, the LOGBOOK accounts for about
one-third of each student's possible score.
Graded Activity & Scoring
A student's individual grade for THE GAME is determined from
the average of (1) the score for PROJECTS and TEN QUESTIONS, (2) the
LOGBOOK grade, and (3) the score for the evaluation done by the leader
and the assigned peer. However, the instructor may award extra credit
points.
Scores earned by a team for PROJECTS and TEN QUESTIONS are
averaged, and then converted to a scale of 100 points. After the FINAL
CONFRONTATION, the overall point standing among the teams may be used as
the basis for awarding extra credit points. For example, a distribution
could be as follows: third place would earn no points; second place
would result in one extra point; the winning team would earn two extra
points to each member's final grade.
The team's LOGBOOK, both hard-copy and on disk, along with
each student's documented contributions, are graded on a 100 point
scale, awarding individual grades to each team member based upon
participation, and then this individual grade is assigned to the
respective team member.
Peer and instructor evaluations make up the third main component of
a student's score. Each team leader makes random evaluation
assignments within the team, so that each team member evaluates the
leader and one other assigned peer on a scale from 1-10. The leader
evaluates everyone in the group on that same scale. In addition, the
instructor assigns grades to all the leaders on a scale of 1-10. These
scores are then averaged on a scale of 100 for an evaluation score that
is assigned to each individual player.
The scores for PROJECTS and TEN QUESTIONS (including any extra
credit points), for the LOGBOOK, and for the evaluations, are averaged
to determine each student's final grade for THE GAME.
DEBRIEFING AND ASSESSMENT
At the conclusion of the FINAL CONFRONTATION, the instructor should
solicit student comments concerning THE GAME, either in writing or
orally, or both. What were the lessons learned, the values taught, and
what was the nature of the experience? The players should also honestly
assess themselves, each other, and their leadership. The discussion of
all of these matters should emphasize how the experience parallels real
life and all of its complexities.
RESULTS
THE GAME has been used in both the graduate and undergraduate
classes of the first author of this paper since the summer semester of
1999, with positive results. Overall, students were better prepared for
class, performed better on tests, and seemed to have a greater
appreciation of class time. Graduate students generally outperformed the
undergraduates as to content and presentation, but both groups displayed
creativity in dealing with the assigned tasks. Undergraduate night
students, who worked full-time, did not particularly like THE GAME
because they perceived it as overly time consuming in relation to the
time available for study and meeting with teammates.
Over time, experience with THE GAME has led the first author, as
instructor, to allow the team's group development to progress with
little interference. As procedural issues arose, the instructor referred
the students to the handout (Appendix 1), which contained the short form
rules of THE GAME. On substantive matters, the instructor refrained from
correcting erroneous information on minor issues during PROJECT
presentations. However, corrections were immediately made concerning key
points stated erroneously where accurate understanding by the class was
vital.
The perceptions of the students regarding THE GAME changed over the
course of the semester. Initially, some students resisted playing THE
GAME because they perceived the rules as complex and too work intensive.
But, they soon realized that teamwork was the key to efficiency and that
the rules, just like other directions, became more familiar the more
they were applied. Many of the key legal concepts that appeared as part
of the TEN QUESTIONS also later became a part of a regular test. Because
of this consistency, the great majority of students viewed the TEN
QUESTIONS as a useful tool for test preparation. Individual test scores
generally improved since students made more effort to study the assigned
material because of peer pressure to improve the score of their team.
The classroom analysis that followed the evaluations and discussion
of THE GAME itself provided a form of debriefing in which students were
able to synthesize what they learned through playing THE GAME. They came
to realize, both in terms of content and of personal characteristics,
the kinds of attributes that were necessary for success in the business
world. In many respects, this debriefing analysis was just as important
as taking part in the experience itself. (Dennehy, Sims & Collins,
1998)
CONCLUSION
Use of THE GAME in the classroom provides a way to increase student
interest in the course material, promote better study habits, and offer
an experiential learning process with simulated "real life"
challenges. THE GAME has been utilized over several years, with positive
results. Students are motivated to excel in ways that traditional
lecture cannot achieve. Students gain experience in and learn the
importance of knowledge, skills, documentation, teamwork, strategy,
timing, and decision-making, and THE GAME exposes them to competition,
in preparation for careers in a business environment. The spirit of
competition will encourage students to learn from themselves and from
each other. A post-competition discussion of the nature of the
experience is just as vital as undergoing the experience itself.
Although THE GAME, as developed above, was applied to a legal
studies course format, it may easily be altered to be specific to other
disciplines.
APPENDIX 1
SHORT FORM RULES OF THE GAME
THE GAME is a learning exercise which demonstrates how law or any
set of regulations effects business activity. Everyone in the classroom
is in THE GAME regardless of choice. So get ready to play.
When we begin, class members will divide themselves within two
minutes into three, more or less, equally numbered teams: THE RED, THE
WHITE, and THE BLUE. After the time elapses, the instructor randomly
assigns those participants without a team to one of them so that
everyone is a member of a team.
Next, each team must elect a leader and a co-leader within two
minutes. After the time elapses, the instructor will randomly select a
leader and a co-leader for any team that has failed to select one.
Leaders can be removed and their replacements elected at any time by
majority decision of members within the individual group.
Teams are responsible for determining their own work assignments.
Teams must keep a concise written LOGBOOK of their activities. The team
must submit THE LOGBOOK for review during the semester, and in hard copy
and on disk at the end of the semester for final grading. THE LOGBOOK
score will constitute one-third of the grade for THE GAME.
THE GAME begins when each team, through its representative,
receives its first task by selecting a card from among five cards
presented face down. The card drawn may be any of the following:
THE PROJECT CARD: Due on the assigned date, a project on a given
topic is assigned by the instructor. After it is presented, the
instructor rates this effort on a scale of 1 to 10.
THE TEN QUESTIONS CARD: The group with this card creates twenty
objective questions, ten of which will be approved by the instructor on
the assigned reading for those teams that have selected the O or the X
cards. If 31% of the test takers get below 70% on the test, then the
team producing the questions gains a total of ten points from the sole
group taking the test or five points taken from each group, if both
teams are involved.
THE X CARD: The group selecting this card can challenge THE PROJECT
presentation and deliver a better product at the next class meeting. The
X group can take some or all of the points awarded to THE PROJECT team
for its presentation, in the discretion of the instructor. As test
takers in answering THE TEN QUESTIONS, the X team will be given the
average test score from one to ten, expressed in whole numbers.
THE O CARD: Members who hold this card can take the TEN QUESTIONS
test but are powerless to do anything else. The average test score in
whole numbers will be assigned to the group.
THE WILD CARD allows the team to chose within two minutes what role
it will play from the remaining turned over cards. If a choice is not
made within two minutes, the instructor will make the choice for the
group.
Absent special circumstances, THE GAME will be played whenever
possible. At the end of the term, grades for (1) THE PROJECTS and TEN
QUESTIONS, (2) the LOGBOOK, and (3) the evaluations will be averaged
based on 100, for a final grade for each team player. Extra credit
points to the final grade may be awarded by the instructor to the teams
in relation to the final score among them.
APPENDIX 2
UNDERGRADUATE PROJECT 1
Temper Tantrum, who lives in Valdosta, Georgia, has a dispute with
Loathsome Mind over the value of Target, Temper's hunting dog, who
was run over and killed by Loathsome on New Year's Day. Tell Temper
how to find the courthouse and advise him as to what legal steps he
should take.
PROJECT 2
Sandy Locks drove from Hahira to Valdosta, Georgia, in order to get
a haircut from Plenty Scissors at the Bon Salon. When the time comes,
Sandy quietly takes a seat in Plenty's chair and ends up with no
hair. Sandy refuses to pay and sues for breach of contract. Plenty
defends by saying that there were no contractual terms in the first
place. Will Sandy recover from Plenty or end up with nothing?
PROJECT 3
Bummer Joke lives and works at the YMCA extension in Lake Park,
Georgia. Trip Switch orally offers Bummer free rent and a lousy salary
for work at the Power Outage Apartments, a small complex in Valdosta.
Joke orally agrees to manage the property for six months. Two months
later, on Sadie Hawkins Day, Bummer gets a better deal when Francis
Looney, who is sweet sixteen, proposes marriage. He relocates to Quitman
where Francis and the entire Looney family live. Bummer is now out of
work but desperately in love. Trip is bummed out. What are the legal
implications?
PROJECT 4
Idio T. Lee, who does not know how to write, decides to trade his
hunting dog, Runaway, to Over Thear for an old pick up truck worth about
$600.00. Two days later, Runaway gets away from Thear and causes an
accident. To avoid Runaway, Tremont Driver veers off Bemiss Road and
hits a tree near Moody Air Force Base. Tremont wants the damage recovery
to go to Opportune Pawn for a preexisting $10,000 debt. Over wants the
old truck back to bargain with Tremont. In any case, Over wants to end
his deal with Idio and give Runaway the boot. Discuss the legal
implications.
PROJECT 5
BJ Mower cuts Leslie's lawn every few weeks. This week BJ
found mole crickets all over Leslie's yard. Leslie wants some
pesticide applied right away. That afternoon, BJ buys two cans of
BugGone from the hardware store in downtown Valdosta. The product comes
with a full warranty stating it safely eliminates pests. After reading
the instructions, BJ applies BugGone according to the directions. The
next day, Leslie finds her pet, Tabby, dead in the grass among the busy
mole crickets. What can Leslie legally do?
PROJECT 6
After winning the Georgia lottery, Lucky decides to share the
wealth with the people he encounters in his hometown of Valdosta. He has
no checkbook but on any scrap of paper, he writes "pay to"
with the person's name and tells that payee to receive payment at
the Park Avenue Bank, the place where he deposited his money. Will
Lucky's payees be as lucky as him? Does it make any difference if
the scrap of paper indicates "pay to bearer?"
PROJECT 7
Tia Maria, the richest and busiest person in Valdosta, gives a
power of attorney to her alcoholic accountant, C.P. Able, to make sure
that her bills get paid on time. After passing out in his office, he
goes into intensive rehab for two months. At the clinic, Able fails to
pay Tia's bills but uses the power of attorney to transfer funds to
his pretty therapist, Siam Sober. Tia's creditors think she is an
irresponsible deadbeat. What can Tia do?
PROJECT 8
After finding an empty lot, Season Cook pitches a tent on St.
Augustine Road in Valdosta and operates an open-air grill and barbecue
stand. The food and business are both good. One of the customers, Honey
Loaf, decides to help Season without objection. After two weeks, Honey
asks for a share of the profits. Season insists that she is not a
partner and is entitled to nothing. Adding to this unsavory trouble,
Season is told by local authorities that he is in violation of
Valdosta's zoning laws. Discuss the legal issues at stake.
GRADUATE PROJECT 1
According to Paul Simon, "There are at least 50 ways to leave
a lover." Detail all the ways you can leave the other contracting
party holding the bag of obligation while you suffer little, if any,
consequence for your failure to perform fully. If you can walk away from
completing your agreement, why is it not an illusory promise? Can the
lover in the Paul Simon song sue for any kind of recovery?
PROJECT 2
Ever Cash Poor has just discovered that UCC Articles 3 and 4
facilitate the flow of what he likes best--money. He wants to know all
the slick ways that the bank uses the law to get and keep money at his
expense.
PROJECT 3
Over the years, Claire D. Lune has offered anyone willing to join
her somewhat strange business opportunities such as earthworm farms,
prints of artistic works, and other get-rich schemes. Val D'osta
just lost her life savings of $3000 after getting involved in one of
Claire's loony deals. Are Claire's business ventures subject
to regulation? What kind of government response can Val expect?
PROJECT 4
Terry Ball is bad to the bone. He studied the bankruptcy code and
Georgia's list of exemptions so he could take full advantage of
creditors, family and friends within the letter of the law while
minimizing his own personal liability. For example, among his many
dealings, his rental property on Patterson Street is a fire hazard because of poor wiring. Instead of fixing the premises, Terry merely
increased his fire insurance coverage with the hope that a blaze would
soon occur. Detail the ways that Ball can reach his objectives legally.
REFERENCES
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S. Andrew Ostapski, Valdosta State University
Donna J. Cunningham, Valdosta State University
Jane Williams, J.D., Attorney-at-Law