Skip to main content

Week 12: Don't Put All the Power in One Person

Protecting People and Sharing Power - Phase 2

This week asks a design question: who should hold power in a group?

If one person makes the rules, decides who broke them, and picks every consequence, trouble grows fast. Fair groups usually share those jobs.

Kid Hook​

Imagine one student in class gets to:

  • make all the rules
  • decide who broke them
  • choose every consequence

Would that feel fair? What could go wrong?

Today's Mission​

Learn why groups work better when the power jobs are shared.

You'll Make / You'll Try​

  • a bad design / better design sort
  • a power map for the learner's future group agreement

Materials​

  • paper
  • pencil
  • cards labeled Rule Maker, Rule Doer, and Rule Decider
  • Case Notes

Quick 20-Minute Version​

  1. Compare one person doing all 3 jobs with 3 people sharing them.
  2. Sort 3 scenarios into too much power in one place or better design.
  3. Draft who does each job in the learner's own group.

Main Activity​

Map the 3 major group jobs and decide how to spread them so no one person controls everything.


Facilitator Snapshot
  • Replace engineering language with plain design language: too much power in one place, backup helper, second opinion.
  • Use classrooms, clubs, library teams, family meetings, community groups, and online groups as the main analogies.
  • Preserve the key tradeoff: shared power can be slower, and that is often a feature.
  • This week feeds directly into the Micro-Charter structure in Week 13.

Week at a Glance​

Prep time~10 minutes
MaterialsRole cards, paper, pencil, Case Notes
Core vocabularypower, role, backup, second opinion, fair
DifficultyModerate

Facilitator Preparation​

Before You Begin
  • Make 3 cards: Rule Maker, Rule Doer, Rule Decider.
  • Think of one or two examples where too much power in one person creates a problem.
  • Bring back the group domain chosen in Week 11.
Facilitation Mindset

Keep asking:

  • Who writes the rule?
  • Who carries it out?
  • Who settles the argument?

Those 3 questions give the learner a practical model of checks and balances.

Younger Learner Adaptation (Ages 8-9)​

For Younger Learners

Simple idea: It is usually safer and fairer if one person does not control everything.

Concrete substitutions:

  • Use 3 role cards on the table.
  • Use a club, library helper team, family game setting, or community-room example.
  • Replace "checks and balances" with "backup helper" and "second opinion."

What success looks like: The learner can tell why one person holding all 3 jobs is risky.

Older Learner Extension (Ages 10-12)​

For Older Learners
  • After the child-friendly model is clear, introduce checks and balances and separation of powers.
  • Older learners can compare the group design with branches of government.
  • They can also discuss when one person may need temporary extra power in a genuine emergency.

Civil Discussion Moves​

  • "One reason I think that is..."
  • "Can you explain what you mean by...?"
  • "Who might be affected by this design?"
  • "What feels fairer, and why?"
  • "Another perspective might be..."

Guided Session 1​

Bad Design or Better Design?​

Learning Goal​

By the end of this session, the student can:

  • identify 3 major jobs in a rule system
  • explain why too much power in one person can be dangerous
  • suggest a fairer design

Activities​

1. Lay out the 3 jobs

Place the cards on the table:

  • Rule Maker
  • Rule Doer
  • Rule Decider

Explain them in kid language:

  • one job writes or changes rules
  • one job carries the rules out
  • one job settles arguments about the rules

2. Try the bad design / better design sort

Use scenarios such as:

  • one person does all 3 jobs
  • 3 different people do the 3 jobs
  • one person usually decides, but there is a backup helper if they are absent
  • a disagreement gets a second opinion from someone outside the argument

Ask:

  • What feels risky here?
  • What feels fairer?

3. Talk about speed versus fairness

Ask:

  • Is the fastest design always the fairest?
  • Why might a slower system sometimes be better?

Guided Session 2​

Power Map for Your Group Agreement​

Learning Goal​

By the end of this session, the student can:

  • assign the 3 power jobs in their own group
  • add a backup or second opinion
  • explain why their design feels fairer

Activities​

1. Choose the group

Use the same group or domain from Week 11.

2. Fill in the power map

Write:

Who helps make rules?

Who helps carry out rules?

Who settles disagreements?

Who gives a backup or second opinion if needed?

3. Test one bad day

Ask:

  • What if the rule decider is part of the disagreement?
  • What if the rule doer forgets or is away?
  • What if the group wants to change a rule too quickly?

This is how the learner starts designing a fair structure, not just isolated rules.


Independent Practice​

Goal​

Notice where power sits in a real group.

Activities​

1. Do a power audit

Pick one real group: family meeting, club, class, sports team, library group, community team, or game group.

Ask:

  • Who makes the rules?
  • Who carries them out?
  • Who settles disagreements?

2. Suggest one improvement

If too much power sits in one place, suggest one backup helper or second opinion.

Case Notes​

Add this to Case Notes:

Date:

My group:

Who makes rules:

Who carries them out:

Who settles disagreements:

One better design idea:

Sentence starters for younger learners:

  • "Too much power is in ___."
  • "A second opinion could come from ___."
  • "A fairer design would be ___."

Check for Understanding​

Executive Function Moment

A system with many parts is easier to learn when the parts are visible. Make a simple list of who checks whom, then check it against an example. (More on the Executive Function Skills page.)

After this week, check whether the learner can:

  1. Name the 3 jobs: "What are the 3 big power roles?"
  2. Spot a bad design: "Where does one person have too much control?"
  3. Suggest a fix: "Who could be the backup helper or second opinion?"

If the learner can do at least 2 of these, they are ready for Week 13.


Pause and Notice​

What Matters Here

Fair systems are not always the fastest systems.

Sometimes a second opinion, a backup helper, or shared jobs slows things down. That can be a feature, not a bug, because it protects people from rushed or unfair power.

This week's takeaway: A group is safer when no one person controls every power job.

Preview of Next Week​

Next week, the learner uses everything from Weeks 11 and 12 to write a real one-page group agreement, also called a Micro-Charter.