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Experience educational role-playing games where learning-by-doing is key. Solve problems, apply scientific methods, and develop mature thinking in a spatially-oriented virtual world set in the Old West. Engage in practical planning, decision-making, and strategic gameplay. Harness the power of games to illustrate real-world content and promote learning principles. Collaborate with other users, interact with virtual artifacts, and engage in multi-user simulations. Immerse yourself in the immersive, goal-driven, and interactive environment of Blackwood. Dive into a unique retailing simulation that teaches microeconomic principles through managing a store within a simulated economy.
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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
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
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