How should I run a sociological simulation on illicit drugs in my HS Sociology class?

I am a high school senior, and am taking a sociology class (about half seniors and half juniors) at school. All of us in the class are doing a project called a “sociological inquiry”, in which we study a major issue plaguing America today.

Students going for honors credit (which I am) are required to run a simulation on class time involving the other students in the class. My topic is illicit drugs; more specifically, illicit drug use among adolescents; even more specifically, the reasons why anti-drug programs aimed at teens do or do not work. (Conceivably, a simulation operating on any of those three levels could work; preferably one or both of the latter two.)

My question is, what should I do for my simulation? I’m not entirely sure what sort of a simulation I should run. The requirements are that it can be performed in its entirety in one hour-long class period using resources that are either in the classroom or easy to get and bring into the classroom, the entire thing must be legal and I don’t think I can have actual drugs involved in the simulation even if they are legal. The age range of students involved here is 15-17 years old (maybe 16-17). I have to have a “first draft” of my lesson plan ready to turn in by Tuesday of this week (the 11th of November).

FWIW, I’m neither a druggie nor a brainwashed “anti-drug” type of person, and I personally believe that (1) cannabis laws should be reformed (towards decriminalization), (2) New York-type minimal sentences for victimless crimes are insane, (3) most victimless drug crimes should not be prosecuted [very heavily anyway] (I don’t consider hard drugs like cocaine/heroin/etc. to be victimless, which changes the definition of that), and (4) the best kind of anti-drug program is one gives kids good, factual reasons to say no to this drug or that drug or certain types of drugs.

Please, raise issues with my beliefs in the Pit and not here.

Anyway, does anyone have any ideas? Thanks.

I’m not completely sure of what the assignment is, but the first thing that I thought of would be to figure out the statistics for drug use among adolescents. I’m going to just say (for example) that 3 out of 5 teens have experimented with illegal drugs. You could convert that to a 20 or so person class, and have them pick numbers out of a hat to figure out who would be the hypothetical drug users. This will give them a visual idea of how serious the problem is. Then while they’re all giggly and stuff, you can hit them with the educational facts and figures and possible solutions. If it were my simulation, I’d ask the other students if their opinions were lower now that they “knew” of a particular student’s “Drug use”. Then there’d be lots of discussion and stats. Then you can probably wrap things up with resources that are available for teens with drug problems.
I happen to be majoring in sociology, for what it’s worth… It can be pretty interesting, especially when you get to hear other people’s opinions on different subject.

Side note…
regarding number three: My CJUS professor talked about the pros/cons of decriminalizing drugs the other day. Some pros: courtrooms can focus on more important matters; less legal and police paperwork; more free jail space for criminals who do more serious crimes…Cons: More druggies means more of a strain on the public social services; low property value in drug neighborhoods…etc…

So I never took a sociology class, sue me…

What, exactly, is a simulation? More like an experiment, in which you try to re-create a situation with the class as test subjects? Or more like a play, where a bunch of people get up and act out given parts? (presumably a drug dealer, a user, a DARE person, a police officer, etc)

If it’s a play, I can’t help you. That’s not learning, IMnsHO.

If it’s an experiment, that’s another matter entirely.

So, then, let’s presume that you have to simulate the complex actions of drugs in society, on several levels, and in such a way that you actually learn something new.
At first I thought this would be entirely too complex to simulate at all, but after some brainstorming I came up with a few ideas. Some serious work is left to do before this would be something to actually DO, much less in only an hour, but here goes…

Ok, I think the primary aspect of drugs is that people WANT to take them, once they know they exist and have access to them. DARE etc. work by realizing these two things can’t be ended completely, and intercepting with something which counteracts the desire, ie: information on the downsides of drug use, up to and including death.

Of course you can’t bring actual drugs into the classroom and see who takes them, so you have to start by simulating them. How about candy or cookies? Something that people would want, something they’d actively try to get, and something above all safe and legal.

Next, distribution. You could just put them in a bowl on the desk in the front of the room, but I don’t think they’d last long, and it would be too easy to avoid… just stay in your seat. So, let’s add the element of drug dealers into the mix… furthermore, let’s add variety:

One person has Oreos.
One person has store-brand oreo-like cookies.
One person has 'nilla wafers.
One person has homemade oatmeal cookies made without sugar.

Something like that, where there’s a distinct difference in the desireability of the types, which can help simulate the addictive nature of different drugs.

Give out monopoly money or some other form of fake currency… print it up on the school system, even. Don’t use something that the students are likely to bring from home if they hear about it ahead of time. For this, let’s just say toothpicks.

Each student gets a certain number of toothpicks before the ‘simulation’ is ‘run’, which they then use to buy cookies, once they locate a dealer.

At the end of the simulation, those with toothpicks left can purchase the types of cookies that are for sale as ‘drugs’ during the simulation… but at prices that will appear GROSSLY inflated once the simulation starts. Something like 30 for an oreo and 10 for an oatmeal. Something like that. This is important to increase the desireability of the ‘drugs’… when the dealer offers you something you want NOW for much cheaper than you’ll get it for LATER, you’re gonna want it even more. Heeheehee.

Now, the dealers have lots of the product, so they’re able to undercut the ‘store’ price, ie 30 for an oreo. Set their price like 10x as low, or let the dealers set their own prices for an additional level of complexity to deal with.

In this example, let’s say it’s

Oreo: 30 matchsticks
Store-brand: 25 matchsticks
Wafer: 20 matchsticks
Oatmeal: 10 matchstick
But for the dealers:

Oreo: 5 matchsticks
Store-brand: 4 matchsticks
Wafer: 2 matchsticks
Oatmeal: 1 matchstick

The individual ‘dealers’ would wander the room, trying to sell their specific brand of treat to others… or responding to others’ requests for more!

Have one student play the ‘police’. If they can correctly identify the dealer AND the specific product that dealer sells, the dealer is ‘arrested’ (removed from play, matchsticks confiscated)

Have one or more students provide ‘anti-cookie’ literature… or, conversely, PRO-cookie literature (to encourage eating of the oatmeal ones)

This is the interesting bit. You’re actually testing the effectiveness of various forms of information on drug use, right? So, here ya go…

One student provides a pamphlet saying all kinds of crazy stuff about how oreos cause brain cancer and oatmeal cookies make your legs fall off.

One says everything is ok, but if you buy the oreos, you’ll get an “F” for this grade.

One student provides a pamphlet about how the ‘police’ characters will put you in jail along with the dealers if you’re caught buying… but not if you tell them who the dealer is first, AND still have all your toothpicks. The ‘police’ will do nothing of the sort, of course, but will accept tips in their search for the ‘dealers’.

One student actually has the whole truth, with prices and comparison charts and whatever… but it LOOKS fake. It tells of a mythical ‘cake party’ afterwards that only those with all their toothpicks are invited to. Even that person shouldn’t know that there really IS a cake party afterward, to reward those who listened to him.

Etc etc… depending on class size there could be more students in this position, or you and the teacher(s) could print these beforehand.

Now you’ve got a little micro-city full of dealers and ‘marks’, and folks out there to stop all the dealing… start the fun!

With a little setup to encurage people to play their parts properly, I expect an interesting time will be had, at the very least.

Whether the results will be anything worth knowing, I can’t guarantee. q;}

Can you tell I play a lot of D&D-type games?
How about the fact that I usually DM them?
No? Good.

Those are both very cool ideas. And Prephect, that is definitely the kind of simulation that would work–and quite well-thought-out as well. Same to you, xanadu.

xanadu’s idea might be a bit more practical. I love the idea of having cookie dealers, though, and I would definitely do that one too if I didn’t have a small time window to work in. It could be refined into a one-hour kind of thing, but our teacher moved our simulation dates closer than they were originally going to be, and I don’t think I’ll have incredibly long to figure it out. Great ideas from both of you though, again, and I’ll give both much consideration.

Anybody else have any other ideas?

BTW, Prephect, besides the time window thing the only stumbling block I see is that it would be difficult to hide Oreo dealing in the middle of our classroom, as it is a smallish, rectangular, well-lit room, and in any room it would be difficult to make carrying around big packs of Oreos and dealing them not look like carrying around big packs of Oreos and dealing them, just because it’s a classroom where people are all standing around within several yards of each other.

Actually, there’s a largish computer area right next to my classroom, so maybe if the teacher will let me disperse dealers and other people throughout the computer area that would all be more doable.

Back to the classroom situation: Maybe I can have a thing where I hand out Oreos to everyone who wants them, then I show them a recent [fake] study showing that Oreos cause brain tumors and hand them out to whoever still wants them, then have someone stand up and say “You know what, that’s all a bunch of crap. Oreos can’t cause brain tumors. They’re lying to you! Go ahead, eat as many cookies as you want. It’s perfectly safe.” etc. etc.

Oreos aren’t entirely analogous to drugs, but it could work.

Any other ideas?

there are little 6 packs of oreos. You could use those instead of the bigger, 75ish packs. Or split up the oreos into plastic baggies, for authenticity. (or something)

man, now I’m jonesing for an Oreo.

I know this is a hijack and all, but this just doesn’t make sense. First, it’s not a given that drug use (especially hard drug use) would go up if legalized. Would you run out and buy some crack rocks if they were legal? As for the drug neighborhoods, don’t we already have those? And aren’t they only dangerous because of the high-stakes black market created by prohibition?

These are HER suggestions, not mine, thankyouverymucho… She was just throwing out some ideas why getting rid of drug punishments might be considered good/bad. Just to start a discussion.
Personally, I think that crime would go down for quite a while if drugs were decriminalized. But then crime would go back up again for some other reason. People will always feel the need to declare something as “bad”, so if its not drugs, then there’d just be something else. But that’s just my opinion…

After crack cocaine is legalized, hip-hop will become illegal. The Drug Czar will become a Rap Czar, and GWB will give a speech proclaiming that he “reckons” that rap is going to destroy the moral fiber of our nation, compromise homeland security, and (worst of all) leave children behind if we don’t put a stop to it immediately.

I can see it now…“Hip-hop myoo-zic has destroyed the lives of thousands of our children. Over 380,000 teenagers are currently in treatment for rap addiction.” And the government-funded studies showing that drivers listening to rap music have 35% reduced reaction time.