Abstract
The empirical study, in this article, involved 42 students (ages 14–15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated “real” worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is in what way interactions in this gaming environment, and reflections about these interactions, can form a context where the students deal with real world problems, and where they can contextualise and apply their scientific knowledge. Focus group interviews and video recordings were used to gather data on students’ reflections on their cities, and on sustainable development. The findings indicate that SimCity 4 actually contributes to creating meaningful educational situations in science classrooms, and that computer games can constitute an important artefact that may facilitate contextualisation and make students’ use of science concepts and theories more explicit.
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Notes
Future City web site: www.futurecity.nu (Accessed 2010-02-16).
Developed by Indiana University School of Education, atlantis.crlt.indiana.edu (Accessed 2010-02-16).
Developed by Numedeon, Inc., whyville.net (Accessed 2010-02-16).
Blizzard Entertainment Inc, www.worldofwarcraft.com (Accessed 2010-02-16).
Developed by Learning Lab Denmark, www.lld.dk (Accessed 2010-02-16).
Developed by University of Wisconsin, University of Wisconsin-Madison, www.wisc.edu (Accessed 2010-02-16).
Blizzard Entertainment Inc (2004), www.worldofwarcraft.com. (Accessed 2010-02-16).
Simulating the interaction between citizens is not the purpose of SimCity. Instead, The Sims (Maxis 2000), which is an offshoot of SimCity, has a focus on simulated social interaction.
Future City, www.futurecity.nu (Accessed 2009-04-03).
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Acknowledgments
This research is funded by the Swedish Research Council, and the Swedish National Graduate School in Science and Technology Education Research (FontD).
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Appendices
Appendix 1: About Future City
Future City is a national competition for Swedish students in grades 6–9 (ages 12–15), who take on the role of urban planners with the mission to create sustainable cities. Students have to handle matters such as the infrastructure, building constructions, transport system, power sources, etc. The participating students work in teams consisting of fellow students, teachers, and supporting mentors from the industry. According to the organisers (organisations within the building trade), the aims of the competition are: to create an interest for and knowledge about technology, science, engineering, sustainable development; to increase the understanding for the complexity of urban planning; and to be a forum for exchange between teachers, students, engineers and architects. The process is divided into three sequential components: (1) to design and visualise a city by using the urban simulation computer game SimCity 4 (Maxis 2003); (2) to build a physical model of a section of the city designed and visualised in SimCity 4; and (3) to make a written and oral presentation of the city and the assumptions underlying their design choices. Detailed guidelines for how to fulfil the given assignments are introduced to the student groups when they enter the competition. In the school year 2007/2008, more than 1,000 students from 45 schools distributed all over Sweden took part in the event.
Appendix 2: Interview Guide
Interview guide used in the focus group interviews.
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Demonstrate your city, how did you plan and build your city, (power and water supply system, transport system, zones)?
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What section of the city did you choose to build a physical model of and why?
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How was the design work conducted? What determined your design choices?
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What are the similarities between reality and the game?
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Did you learn anything from playing the game?
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Do you consider your city to be a sustainable city?
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Nilsson, E.M., Jakobsson, A. Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games. J Sci Educ Technol 20, 33–50 (2011). https://doi.org/10.1007/s10956-010-9232-9
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DOI: https://doi.org/10.1007/s10956-010-9232-9