Chapters

* Title * Contents * Introduction * Place * System * Design * Using * Future * Bibliography

Sections

* Design * Two_Simple * Sell * MULE * MULEvsMarketPlace * Incentives * Trade_Dependence * Symmetric_Commodities * Illustrating_Externalities * Showing_The_Model



Sell

What's the best role for the computer in an educational simulation game? There is a long-standing dream in the computers and education community of using computers as intelligent tutors. However, when such programs are used in conjunction with social simulations, there is a high price to pay. This price is demonstrated by Sell, a game developed at Northwestern University's Institute for the Learning Sciences (ILS). ILS has a project to create multi-player simulation games to teach various subjects. They've built a graphical interface on top of existing MUD technology. The first game they've created using the system is an economic simulation called Sell.

Players in Sell are operating retail stores in a simulated town. Players buy merchandise from suppliers and decide how to price and promote their wares.

For a multiplayer game, however, there is very little player to player interaction. For instance, players buy and sell from and to the computer, not each other. This design choice is forced by Sell's big selling point. Players in Sell have their interactions with the system processed by a program that is looking for incorrect moves. Students are then directed to videos of experts talking about the area in which the student made a mistake. Given that the ability of a computer program to understand human interaction is very limited, students have to be placed in a very constrained situation to allow the analysis program to function. Thus, human to human interaction, with its requisite complexity, is out.




Greg Kimberly/gregkimb@gak.com