Glasslab Borrows SimCity To Teach Kids How To Think
SimCityEDU isn't about rote learning; it's about application of skill.
"We have all these high-stakes assessments focusing the majority of their testing on rote learning and not application of skill," says Glasslab's Seth Corrigan. "We're never going to transform education and prepare kids for success if we don't transform assessment to look at higher-order skills." Glasslab feels games are the best way to do that, and so has picked on SimCity and given it the EDU treatment. Its simulation of energy use, pollution and zoning are, Glasslab believes, the best way to teach students how to think with systems.
Balancing all the variables to determine how best to achieve a desired outcome is a very valuable skill, but multiple choice tests don't really get to the heart of the problem. Multiple choice demonstrates how well a fact has been learnt, not how successfully knowledge can be applied. "Zeros and ones," Corrigan says. "That's all the information you've got to work with after the student leaves the room."
That's why Glasslab, in cooperation with Electronic Arts, put together SimCityEDU: Pollution Challenge! With it, the game can demonstrate not just what conclusion a participant reaches, but how those conclusions were made. How much time was spent accessing relevant in-game information? Were there any tests done before the participant took drastic action? There's a process behind every major gameplay event, and the whole point behind this experiment is to demonstrate that process at work.
It's not as complex as SimCity itself, but then complexity isn't the point; gathering analytic data, while at the same time avoiding the pitfalls of educational game making, is the goal here. "You have to strike a really careful balance to make the games feel fun and the accomplishments feel satisfying," says EA's senior creative director Michael John.
It took Glasslab and its partners $10.3 million and nine months to get to this point. SimCityEDU has battled through its testing and is out in the wild. It's part of a non-profit collaboration, and will distribute its title through many different vendors, including EA's Origin.
Source: Fast Company
This is good news! Given the broke-dick agent modelling in GlassBox, these kids won't be learning a damned thing. And I don't want some well-educated punk coming in and taking my job before I get to retire.
The question is though, will it work offline? :P
Good to see they are trying to do something productive at least!
"It's not as complex as SimCity itself,"
So in other words, it's complexity level is now measured with negative numbers?
Guys i totally read Gaslabs in the title and as thinking about students getting gassed. It brought a smile to my face and I feel a bit sorry for that.
captacha: get over it
But.. the mountain of corpses is too damn high!
You take a broken model, use it to teach kids, and then watch when students with no actual knowledge experiment with models that dont work.
Sorry, i dont want another chernobyl, please dont let them.
So, why exactly did this cost $10.3 million to make again? They are taking a game, and making it less complex. Surely they already had most of the assets they needed? I know that they must have added some things, but still, 10.3 million, what was that all spend on???
Wow, this week is just getting worse and worse.
10 million? Are they mad?! How?
Any chance of them having fixed this broken mess of a game along the way?