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Rushing Headlong into the Past: the Blackwood Simulation

Rushing Headlong into the Past: the Blackwood Simulation. Brian M. Slator, NDSU Computer Science and the members of CSCI345. Educational Role-playing Games “Learning-by-doing” Experiences. MultiUser Exploration Spatially-oriented virtual worlds Practical planning and decision making.

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Rushing Headlong into the Past: the Blackwood Simulation

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  1. Rushing Headlong into the Past: the Blackwood Simulation Brian M. Slator, NDSU Computer Science and the members of CSCI345

  2. Educational Role-playing Games“Learning-by-doing” Experiences • MultiUser • Exploration • Spatially-oriented virtual worlds • Practical planning and decision making

  3. Educational Role-playing Games“Learning-by-doing” Experiences • Problem solving • Scientific method • Real-world content • Mature thinking

  4. 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”)

  5. Teaching Principles • Game-like • Spatially oriented • Goal-orientated • Immersive • Role-based • Exploratory • Interactive • Multi-user • Learn-by-doing

  6. 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

  7. 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

  8. 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)

  9. 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

  10. 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)

  11. 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

  12. Retailing in the Old West

  13. 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.

  14. Group Efforts • HTML Team • Graphics Team • Java Team • Server Team • Scribes • Group Leaders • Resumes and Elections

  15. Work in Progress

  16. To visit WWWIC Projects: www.ndsu.edu/wwwic Choose the project you want to view from the list at the left

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