Prof. Hiroshi Ishii
May 22, 1997


"Confronting the rules gives you a real gritty feel for the real interactions that you just don't get from reading the aggregate descriptions." Joshua Epstein
For MAS 837, Rick Borovoy and I began an exploration of the uses of Thinking Tag technology in participatory simulations. Working with a group of high school students from the Milton Academy, we looked at how distributed computational technology can not only augment human-human interactions but also can help enrich the understanding that stems from those interactions.
As the virus spread, kids became increasingly determined to comprehend the dynamics of the virus. Some participants abandoned the game, focusing their attention on discovering the virus' behavior. At the close of the simulation, we led a group discussion in which the kids tried to figure out how the virus had spread. They each contributed their individual experiences and together painted a picture of the whole simulation.
The Thinking Tags quickly became a part of each kid's persona, and shouts of "You got the virus!" echoed around the room.
As kids became more savvy simulation players, they began to hide their badges in their coats, so as not to attract any unwanted "attention".
In explicating the virus simulation, each kid offered his or her personal experience to the group. As the individual experiences were shared, a larger, group experience of the system unfolded. Describing the dynamics of the group's experience in the simulation was clearly a more involved task than describing each individual perspective. The group had to weave each kid's experience into a model of the whole system, taking everything, even conflicting experiences and ambiguous information, into account as they constructed their model.
Together, the kids identified assumptions, offered hypotheses, and developed tests for those hypotheses. They pooled their knowledge and from that pool extracted special cases and key meetings. They built up group patterns from individual experiences and then were able to deduce the rules of the simulation by examining those group patterns. In order to fully understand the virus simulation, the kids needed to develop synergies of understanding. Because everyone's input was necessary to create a model of the simulation, the kids moved away from solitary achievement to true collaborative inquiry.
By, in some sense, inserting the virus simulation in their world, the virus metaphor takes on increased significance, playing off the existing context present in their lives. This changes the level of emotional engagement and the type of reasoning tools employed, as seen above. But participating in the simulation seems to do even more than that -- it facilitates an experience that is not only different in degree but also different in kind. In other words, it is more intense to participate in a virus simulation than it is to see one on screen, and it is also fundamentally different to participate in a virus simulation than it is to see one on screen.
The difference in intensity can be seen not only in the kids' emotional reactions, but in the fluidity of reading data. Five red dots on a small Thinking Tag becomes the virus in a very real way. Kids meet and hide, attack and retreat, and flirt and despair, all while totally immersed in a simulation expressed through very minimal information (five blinking LEDs).
The difference in kind is exhibited by the ramifications of the change in perspective, seen in part in the discussion on scientific reasoning. As the virus simulation becomes a part of their individual worlds, the kids quickly internalize their perspectives on the simulation (and how it might apply to their lives). The understanding they build through this activity is not about either the aggregate experience or their individual experience but about the encapsulation of their own personal understanding within the aggregate.
When the simulation was over, however, the kids still had the Thinking Tags. During their lengthy discussions about how the virus spread and who was the original carrier, they used the Tags as props to help articulate their ideas. The presence of the Tag seemed to facilitate the kids' ability and willingness to externalize and objectify their assumptions and hypotheses. They had a prop with which they could show an infected or uninfected state, refer to how many people they had met, and show how their situation compared to that of other players. Furthermore, the Tag seemed a useful cue to help them remember what they did and with whom.
In the beginning of the virus simulation the Tag was a necessary artifact in order to pass the virus around the population of kids. During the simulation, it blended into the background, becoming a part of the persona of each child. Finally, it reemerged as a tool to mediate their discovery process. This could be of significant interest in exploring how to enable kids to develop mental models that support higher-order thought about dynamic systems.