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Rushing Headlong into the Past: the Blackwood Simulation
Brian M. Slator, NDSU Computer Science and the members of CSCI345
• MultiUser
• Exploration
• Spatially-oriented virtual worlds
• Practical planning and decision
making
Educational Role-playing Games
“Learning-by-doing” Experiences
Educational Role-playing Games
“Learning-by-doing” Experiences
• Problem solving
• Scientific method
• Real-world content
• Mature thinking
Balancing Pedagogy with
Play
Games have the capacity to engage!
• Powerful mechanisms for instruction
• Illustrate real-world content and structure
• Promote strategic maturity (“learning not the law, but learning to think like a lawyer”)
Teaching Principles
• Game-like• Spatially oriented• Goal-orientated• Immersive• Role-based• Exploratory• Interactive• Multi-user• Learn-by-doing
Advantages of Virtual Worlds
• Collapse virtual time and distance• Allow physical or practical
impossibilities• Participate from anywhere• Interact with other users, virtual
artifacts, and software agents• Multi-user collaborations and
competitive play
Blackwood: Background
• Retailing Simulation
• Set in the “Old West” (1880-1886)
• Mythical Town, with “authentic timeline”
• Players “inherit” a store (and a role)
• Managing the “store” within the simulated economy teaches microeconomic principles
Agent-based Simulation
• Economy and “society” simulated agents:
• Atmosphere Agents: lend “color” to the environment (buffalo hunters, fur trappers)
• Infrastructure Agents: Customers, Merchants, Employees, Bankers, Teamsters
• Newspaper frames historical events
• Economic Trends modeled by population(s)
Agent-based Simulation
• Player roles (and Merchant types): Blacksmiths, Cartwrights, Wheelwrights, Tailors, Leather Makers, +3 more
• Customer Agents are from 30+ consumer groups, and also “mark time”.
• Employee agents do the actual “work”, while players manage
Technical Approach
• Networked, internet based, client-server simulation
• UNIX-based MOO (Multi-User Dungeon, Object Oriented)
• Java-based clients (text version - telnet based; graphical versions)
Project Planning• Design the town and create its history
• Design the Geography
• Decide on Merchant types, Product types
• Create implementation plan
• Organize into groups
• Pick leadership
• Arrange training
• 1869 Town of Blackwood established. • 1880 Spring: begin historical simulation.• 1881 Fall: Railroad Arrives. • 1882 Silver is discovered in the hills.• 1885 Nov-Dec: the Great White Ruin begins.• 1886 Spring: Flood, Blackwood simulation ends.
Group Efforts
• HTML Team
• Graphics Team
• Java Team
• Server Team
• Scribes
• Group Leaders
• Resumes and Elections