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Ed webb: student responses to the Civilization IV exercise were favorably impressed. He says working in teams seemed to have had the desired effect. Some commented on the absence of a system of signs to be manipulated, he says. Webb: the mechanical predictability of algorithm-driven decision-making is a poor simulation.
Ed webb: student responses to the Civilization IV exercise were favorably impressed. He says working in teams seemed to have had the desired effect. Some commented on the absence of a system of signs to be manipulated, he says. Webb: the mechanical predictability of algorithm-driven decision-making is a poor simulation.
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Ed webb: student responses to the Civilization IV exercise were favorably impressed. He says working in teams seemed to have had the desired effect. Some commented on the absence of a system of signs to be manipulated, he says. Webb: the mechanical predictability of algorithm-driven decision-making is a poor simulation.
Авторское право:
Attribution Non-Commercial (BY-NC)
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Скачайте в формате PDF, TXT или читайте онлайн в Scribd
Notes on the Civilization V exercise for S401-01, Fall 2011
was favorably impressed by much of what read in student responses to this exercise. A couple of themes emerged from them that thought it worth recording and commenting on here. invite seminar participants to add their own comments below.
Teamwork effects: Working in teams where at least one member had experience of the game seems in most cases to have had the desired effect, i.e. removing anxiety about/distraction by the interface and allowing all to concentrate on the process, freeing up time and cognitive space for discussion and decision-making. Little dissension is reported. s this due to an actual lack of dissension or to politeness in reporting? Completing the assignment in teams seems to have promoted more attention to deploying a consciously-chosen strategy (slaughter, conversion) than has been the case when students have played the scenario alone.
Strengths and weaknesses of the game as simulation: Many participants commented on the absences in the game 'account' of the story of Spanish encounters with Mesoamerica. Histories of the conquest usually mention disease, which is not simulated in Civ V. As readers of Todorov, most commented on the absence of a system of signs to be manipulated. More specifically, several participants noted the inability to use deception. The game imposes unrealistic transparency not only on what is happening within the farthest reaches of one's own territories, but also on the connections, transactions, and attitudes of all other known rulers. Players' inability to terrorize or otherwise change the morale of enemy fighting units and populations was another lack. And, of course, the mechanical predictability of algorithm-driven decision-making by rival rulers is a poor simulation of the complexities of real human decision-making. Several players noted their ability to understand immediately and precisely the effects of their actions, reflected by changing scores in rival leaders' attitudes or similar measures, was a significant contrast to the actual opacity of the Mesoamerican environment to the conquistadors, or indeed to any real-world decision-making. The relationship between action and consequence(s) is far more complex and far less transparent than Civ V can suggest. Some aspects that students found the game conveyed well included: the complexity of managing extensive domains the sheer scale and logistic challenges of an Atlantic empire the difficult decisions necessitated by a world of limited resources, with time a particularly precious resource the importance of balancing domestic and foreign commitments and resources Above all, everyone noted that what Cortes et al achieved was enormously difficult. The Aztecs were far from being a push-over.
Affective aspects: A minority of participants reflected on emotional responses to the game, and these varied. Given that games are generally taken to be stimulating in some sense, this might be surprising. On the other hand, students may be less comfortable reporting on affective rather than intellectual responses. Some noted that the game environment or rules provoked a will to conquer and a delight in violent victories. The tone of some responses suggested feelings of disappointment over lack of success. The game seems to have elicited at least some degree of competitiveness in most participants. t was not clear whether simulated deaths elicited indifference or guilt, or both at different times for the same players. Few players reported frustration or other negative responses to the game itself. But not everyone loved doing this.