Like most city lovers of a certain age, I spent many hours as a kid playing SimCity. For readers who are tragically uninitiated, SimCity is one of the iconic computer games of the 1990s, though newer versions have been released as recently as 2013. Playing as mayor (or, really, dictator, but more on that later), you shepherd the growth of a city from its very first streets to towering skyscrapers—assuming you aren’t wiped out by tornados, fires, or aliens. By enticing thousands and thousands of people to plan commercial, industrial, and residential districts for their virtual towns, the creators of SimCity have probably done more than anyone in the history of the world to introduce basic principles of zoning to the public.
Sourced through Scoop.it from: www.theatlantic.com
One of the interesting aspects of employing computer games ikn learning is engaging students in the process of considering what assumptions have been made about the principles and systems that underpin the game.
Critically aware pedagogical strategies will frame the game itself as a subject of analysis. In what ways the games construction reflect particular views and attitudes, and whose interests do they serve?