Paper appears as: Slator,
Brian, et al (2001). Rushing Headlong into the Past: the Blackwood Simulation.
Proceedings of the Fifth IASTED International Conference on Internet and
Multimedia Systems and Applications (IMSA 2001). Honolulu, HI, August 13-16 Rushing
Headlong into the Past: the Blackwood Simulation
Brian M. Slator, Kerry
Wynne, David Burleigh, Josh Kadrmas, Elizabeth Kennedy, and the members of NDSU
CSCI 345: J.Alt, J.Aus,
D.Balliet, D.Balliet, C.Bergstrom, R.Blaha, K.Bopp, B.Carlson, S.Carlson,
G.Collins III, P.Crary, J.Cusey, M.Deck, A.Dewald, S.Dieken, A.Elezovic, D.Ely,
G.Engels, M.Ernst, K.Fimreite, E.Finke, C.Fredrickson, N.Fredrickson,
M.Guerard, T.Hall, M.Hanson, K.Hartman, W.Hawkinson, K.Hessinger, H.Ho,
J.Hoffert, J.Hoffert, C.Hofland, B.Hokanson, M.Holzer, M.Hoque, S.Hossain,
M.Hurlburt, B.Johnson, S.Kawamura, J.Levasseur, N.Lindvall, B.Lorentz,
J.Louwagie, D.Mafua, R.Martens, J.Matthews, B.Miller, S.Moorhouse, D.Olson,
K.Parisien, J.Reiser, C.Resler, J.Richardson, C.Romberg, S.Schilke, J.Schmidt,
D.Schott, S.Seira, R.Sell, B.Seymour, L.Sjoblom, J.Tarnowski, S.Ternes,
B.Thompson, T.Wells, M.Wolters, A.Wong, Computer Science Dept., IACC Bldg. #258, North Dakota State University, Fargo, ND 58105 Abstract
The Blackwood Project is a
simulation of a mythical 19th Century Western river town.
Participants who join the simulation will accept or be assigned a role in the
simulation that is primarily economic in nature. In Blackwood, gameplay is
influenced by historical events and players are assigned roles designed to
promote collaboration and interaction. Players assume roles in the simulation,
such as a blacksmith, but are not expected to learn blacksmithing. Employee
software agents actually do the day-to-day chores. The players are “only”
expected to manage the retailing and business elements of the game. Continuing
the evolution and making improvements to the Blackwood Project are students in
various classes taught at North Dakota State University. These students assume
roles in a simulated consulting team in order to accomplish semester-length
goals improving one or more aspects of Blackwood. Keywords: Distance Learning, Collaborative Learning, Educational Multimedia, Virtual Reality Introduction
Computer-based education and distance learning systems
have become increasingly important facets of education, particularly in higher
education. These approaches to education are important not only for enhancing
the education of the traditional student, but they also hold the key for
expanding education to an enormous potential audience of non-traditional
students. Meanwhile, the value of “active” versus
“passive” learning has become increasingly clear (Reid, 1994). In
light of this, the Blackwood Project provides a computer-based educational
application for teaching fundamental, economic skills and knowledge, with an
emphasis on the marketing and administrative dimensions of the discipline. This
takes the form of an authentic, virtual environment where students are given
the means and the opportunity to undertake active role-based discovery and
learning. Blackwood is periodically enhanced and improved upon
by a new crop of students in Computer Science courses. In order to take
advantage of the values of role-based learning, students in these classes act
out roles while simultaneously improving the Blackwood game itself. Background
The Blackwood Project is a part of the research effort
of the NDSU Worldwide Web Instructional Committee (WWWIC; Slator et al., 1999).
It is the first attempt by this group at the “next generation” of
role-based virtual environments for education where the pedagogical simulation
will support cross-disciplinary content and choice of roles to promote player
interaction and potential collaborations. This next generation builds on
experience in designing and implementing the original ILS GAMES Project, the
NDSU Dollar Bay Retailing Game, and the NDSU Planet Oit Project. The goals of
the Blackwood Project include providing an engaging context for role-active
immersive distance education and a platform to teach business-oriented
problem-solving in a learn-by-doing pedagogical style (Duffy et al, 1983; Shute
and Glaser, 1990, Hill and Slator, 1998). The WWWIC program for designing and developing
educational media attempts to implement a coherent strategy for all its
efforts: to deploy teaching systems that share critical assumptions and
technologies (e.g. LambdaMOO; Curtis 1997), in order to leverage from each
other's efforts. In particular, systems are designed to employ consistent elements
across disciplines and, as a consequence, foster the potential for intersecting
development plans and common tools for that development. Simulations are
implemented by building objects and interfaces onto a MOO ("MUD,
Object-Oriented", where MUD stands for "Multi-User Domain").
MUDs are typically text-based electronic meeting places where players build
societies and fantasy environments, and interact with each other. Technically,
a MUD is a networked multi-user database and messaging system. The basic
components are "rooms" with "exits", "containers"
and "players". MUDs support the object management and inter-player
messaging that is required for multi-player games, and at the same time provide
a programming language for writing the simulations and customizing the
environments. Role-based
Environments
The theory of role-based environments is both simple
to explain and complex to implement. An apprentice watches their master,
learning techniques and practicing their craft; they observe the master's actions
and internalize them. When confronted with a problem, the apprentice asks,
"what would the master do in this situation?" And then the apprentice
models the expertise of the master in the pursuit of their goals. This is a
common experience shared by silversmiths, doctors, Ph.D. candidates, and anyone
else enculturating themselves into what they want to be. When John Houseman
says, in the Paper Chase that
"We are not teaching you the law, we are teaching you to think like a
lawyer," this is what he means. Similarly, there is little argument that
immersive foreign language learning is most effective; to learn French, go to
France. At some point, it is widely reported, you begin to “think in
French”, and that is what you want: acquisition of conceptual knowledge
in a meaningful problem-solving context. The Game
The Blackwood game implements a mythical town, set in
the Old West (circa 1880), where players with Java-enabled browsers connect
across the Internet and “inherit” a virtual store. The game is
designed to impart the time-independent principles of microeconomics and the
practice of retailing, but within an historical context, and by promoting the
social and symbiotic relationships that sustain a business culture in the long
term. As each turn progresses, players learn their role in the environment and
see the results of their actions as well as the impact of other players’
actions within the constraints of the simulated world. Students learn about
culture (the ideas, values, and beliefs shared by members of a society) and
society (e.g., social structure and organization) while at the same time
developing historical cross-cultural awareness and understanding. And they will
do so in a role-based manner, immersed in an authentic context, assigned
authentic goals, and given the opportunity to learn to operate in an historical
context. The Blackwood Project is hosted on the Internet and
provides a platform for opportunities for research into distance education,
intelligent agents, economic simulation, and assessment of pedagogical
approaches. Following is a description of the game, as it existed
prior to January 2001. The implementation of the game had been created through
a collaborative effort of the WWWIC and student volunteers at NDSU. Time
Frame
The simulation begins in the Spring of 1880 and
continues until the Great Flood destroys the town in the Spring of 1886. Since
each virtual week lasts about 8 clock hours, there are three virtual weeks in
each human day, and therefore the entire simulation takes approximately three
months. The
Impact of History
Players of Blackwood “experience the
effects” of history. This is accomplished by the following mechanisms: 1.
Newspapers: The
simulation tracks events in the 1880-1886 time frame. As events happen in the
nation and around the world, they are reported in “Special
Editions”. 2.
Economic Trends: The
simulation reflects the impact of western expansion, the advance of railroads,
and the discovery of silver deposits, in terms of fluctuations in population.
This has immediate and discernible effects on player’s businesses as
demand (and prices) rise and fall. 3.
Atmosphere Agents: The
simulation supports a range of software agents that lend “color” to
the environment (buffalo hunters, fur trappers, street entertainers, and the
like) The
Economic Simulation
An economic model was developed to generate consumer
behavior for the game (Hooker and Slator, 1996). The model takes as input the
decisions the players have made, and returns a level of demand for each of the
stores. In the game, players compete for market share against other human
players trying to learn the same role in the simulated environment. Software
Agents
The Blackwood environment is populated by software
agents of the following types: 1.
Customer Agents: These
have been implemented and form the foundation of the economic simulation
(Farmers, Ranchers, Railroad Workers, Soldiers, Lumbermen, Transient Settlers,
Riverboat Workers, Teamsters, Miners and White Collar Townspeople, and several
others). These represent psychographic groups or clusters of consumers; Hooker
and Slator, 1996) and their shopping behaviors simulation demand. 2.
Merchant Agents: These are not currently
implemented but are intended to simulate the activity of agents who run
businesses in competition with human players. There are eight merchant roles to
be filled by players or merchant agents (Blacksmiths, Cartwrights,
Wheelwrights, Dry Goods Store Operators, Tailors, Wood Lot Operators, Stable
Operators, and Leather Makers) 3.
Employee Agents: These
agents see to the daily operation of retailing outlets and conduct the actual
transactions with the customer agents. 4.
Banker Agents: These
agents write loans depending on the player’s financial profile. 5.
Teamster Agents: These
agents deliver goods from the Riverboat landing and the Railroad depot, when
they are ordered by players. Player
Roles
Players are assigned a role in the Merchant class. The
system arranges that plausible ratios are preserved so the game is not
populated with 100 blacksmiths but no tailors. Players are required to procure
food and fuel in order to run their households and keep their employee(s) warm
and fed. In addition, of course, players must run their businesses as
profitably as possible to succeed. Neighborhoods
Neighborhoods include the Town Square neighborhood,
the Old Business District, the Middle/Working Class neighborhood, the New
Business District, the Wagon Train Staging Area, the Riverside neighborhood,
the North Shanty Town, South Shanty Town, the Government/Financial District,
the Wealthy neighborhood, the Lumber Town, the Western Outpost and the Fort
Wood Trading Post. Neighborhood populations change over time to simulate the
various ebbs and flows of the demographic landscape. Products
Products are defined according to historical context
and the demand value for customer agents. This definition of products, in some
sense, is what drives the economic simulation. There are 9 product types, 8
matched with the merchant types listed above (blacksmithing products, for
example, like nails and horseshoes), plus groceries and supplies. Suppliers
Wholesale suppliers are conceptually “back
east” and players orders goods through a catalog interface. Delivery is
made to the player’s shop by Teamster agents, described above. Advertising
Advertising is accomplished through placing ads in the
local newspaper. Blackwood as a
Class Project
As of January 2001, the Blackwood game was functional
and running continuously on a server located at NDSU. Software agents were
happily performing their duties as programmed. However, play of the game was
minimal. Blackwood was in need of further refinement. The project had previously used students enrolled in
various classes to continue development of the Blackwood Project to some
success. Not only was the project enhanced by the student’s efforts, but
also the student’s were exposed to networking, role-playing and virtual
reality concepts. The Spring Semester Class of NDSU’s course on
network topics was another such class. In order to further enhance the idea of
role-playing as a viable educational tool, the class was structured to emulate
a consulting team working on a common project: Blackwood. The structure of the
class was as follows: Project Managers, Scribes (to record progress), Server
Team (back-end processing), Java Team (front-end interface), HTML Team (web
site development), and Graphics Team (refine graphical components). Elections
were held for the lead positions in each area. Once the leaders were
inaugurated, a “draft” of the rest of the students was held to
determine their membership in a team. Students were chosen for a team based on
their wishes and qualifications as outlined in a resume they were required to
submit to the team. Figure 1: The first Blackwood inteface Project
Preparation
As in any large consulting project, each team needed
to determine the present level of implementation and determine a course of
action. Reviews of the project progress commenced, brainstorming sessions were
held and eventually a list of tasks were outlined. In addition, as many of
these students were previously unfamiliar with the technologies required to
achieve their goals, exercises and benchmarks were assigned in order to provide
them with the knowledge and skills required to contribute in a significant way
to the project. These activities took roughly half of the semester (8 weeks).
The remaining 8 weeks of the semester was dedicated to achieving the goals
outlined in the task list. Task
List
Once the rough task list was generated during the
brainstorming sessions, it became the responsibility of each group to further
refine these tasks, evaluate their viability, and establish a final, detailed
task list for their team. These
lists were consolidated into a master task list and posted on the ever-growing
BlackWood Project website, where any member of any group could log on to see
what each team was doing at any given time. The task list then had to be translated into a series
of goals. To further complicate matters, dependencies existed within and
between teams. Eventually, Gantt charts for each group were created as well as
one overall Gantt chart listing all tasks, their estimated duration and a
completion goal. The tasks (goals) identified by this class are as follows: HTML
Team
§
Construct a
“Progress Report and Evaluation” web site for use by the students
to report their progress and submit evaluations of fellow team members. §
Develop the Blackwood
website to have a consistent look and feel with the Blackwood Game Java Applet. §
Research and add content
to history pages on the Blackwood website that include background on Blackwood. §
Develop a registration
page that forces players to register prior to playing the game, thereby
collecting demographic data on Blackwood players. §
Develop a set of
instructional pages on the Blackwood website, providing a useful and concise
guide to new Blackwood players. Graphics
Team
§
Work with HTML Team to
develop web site graphics as needed. §
Work with Java Team to
develop interface graphics as needed. §
General cleanup of
existing images. Some images did not look authentic or were badly sized. §
Create store interior
graphics. §
Create indoor and
outdoor scenes. §
Create graphics for
products. Java
Team
§
Rework Java interface to
have a consistent look and feel throughout. In addition, create an interface
that looks authentic to the Blackwood era. §
Redo the login controls. §
Continue adding
functionality to the ordering, hiring and inventory functions in the game. §
Add functionality
allowing the player to customize their play options. Figure 2: the second Blackwood interface Server
Team
§
Work on timeline in
order to launch events when appropriate in history. §
Work with Java group on
the reworking of the login controls. §
Create a “Hall of
Fame” that saves a player’s progress when they have stopped playing. §
Build stores that are
present in the original proposal but do not yet exist in Blackwood. §
Repair errors in
existing routines. §
Work on enhancements to
the routines involved with buying, selling and ordering products. Progress
When the actual work of completing the tasks
commenced, the goals seemed lofty. The BlackWood interface was very crude and
was lacking in many areas. The
shops did not look like shops at all, merely black screens with red dots on
them to represent products. There
were no doors into each room, nor was there any detail in the shops or on the
streets. The images of the people
(the players) were all different sizes and lacked any sort of consistency. In short, the game had a good start,
but still had a long way to go.
The students in each team faced the daunting task of finding a way to
redesign the game into having a consistent and authentic 1800’s interface
and gaming environment. The teams showed they were up to the challenge and
quickly began organizing themselves into subgroups. Each team worked independently, led by their team leaders.
However, the dependencies that were noticed during the preparation phase
started to create problems. One team was forced to wait for another team’s
product in order to begin work. This created stress and friction, not unlike a
“real” consulting team’s dynamics. Thankfully, these issues
were worked out in a professional and efficient manner and real progress was
made. Most team leaders assigned small, achievable goals to
each team member or subgroup. This allowed teams to work in parallel and
produce results much more quickly. To date, all tasks are on schedule per the
Gantt chart and the class expects to complete all the tasks assigned by the end
of the semester! It would be interesting to measure the performance of this
class, working in a role-playing environment, to another class, working on the
same goals, structured in a “typical” fashion. Progress
Reports and Evaluations
In order to track progress by each team member (not to
mention assign grades), each student was required to submit regular progress
reports via the web. These progress reports were designed to emulate reports
that would be submitted to a client during a large project implementation. Each
student was then required to evaluate 7 – 12 students based on their
progress reports. These evaluations not only reviewed the work generated by the
student, but also their ability to effectively communicate their long and short
term goals, describe the tasks that had been completed and present all of this
in a professional document. Conclusion
The game of Blackwood is an immersive, role-playing
environment where players can have fun, while learning some valuable
“real-world” skills and knowledge. There is increasing evidence of
the value of this type of “active” learning. Further proof may just
be the actions of the Spring Semester 2001 CS345 class at North Dakota State
University. The students in this class were able to accomplish a wide range of
goals and apply these accomplishments to a tangible product that is usable by
the public, instead of the typical “practice” program that will
never be run once the instructor has graded it. But, possibly more valuable are
the skills these students learned by acting out a role in a project team.
Project teams are widely used in the Information Technology industry to
accomplish goals. The experiences of acting in these types of roles will serve
these students well in their future careers. References
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The NDSU Worldwide Web Instructional Committee (WWWIC)
research is currently supported by funding from the National Science Foundation
under grants DUE-9981094 and EIA-0086142, and from the Department of Education
under grant P116B000734. |