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Sims Companies: Business Simulation Game

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1 Sims Companies: Business Simulation Game
Tech Crit Donna Zimmerman ED 521 Spring 2019

2 Description A FREE, online game where students create their own business Students learn to work with the resources available to create goods or sell goods on the market. Teaching investing, contracts Market changes—insider trading? Rumors?

3 Starting a new game

4 Making Connections

5 Evaluation Gives the students a great understanding of business transactions Keeps students engaged Helps students learn abstract ideas of business Leveling up system encourages students to go further—learning about overhead and investing, etc Would need a better “chat” system to connect students for the 5th star

6 PROS CONS Allows students to make business decisions, learn how business works Hands-on learning environment (Place-based curriculum) Has an affinity space where students can get help from others on how to play the game, understanding market changes Would be a great exercise in Economics or a business class, preferably middle or high school level Free of advertisements Students will need individual access to the game— computer/tablet/phone Cannot create a “closed” chat room for your students and observe interactions

7 Conclusion Game design involves modeling human interactions with and within complex virtual worlds, including learning processes as part and parcels of these interactions. (Gee, 2004, p57) “using games as an educational tool provides opportunities for deeper learning” (Mackay, 2013), cited by (Tan, 2018, p 142). Players experience the freedom afforded by these new vantage points, endorsing a new self that enables them to see things from new perspectives. By enhancing competence and autonomy and reducing a sense of failure, gaming may also nurture the sense of relatedness,or the connection that the student has with the educator (Tan, 2018, p143). When they are no longer afraid of making mistakes, children are willing to try any idea during their learning journey. (Glass, 2018).

8 References Gee, J.P. (2004). Situated language and learning: A critique of traditional schooling. New York, NY: Routledge. Tan, Y.L.L. (2018). Meaningful gamification and students’ motivation: A strategy for scaffolding reading material. Online Learning, 22(2), doi: /olj.v22i2.1167 Glass, G. (2018) Have you considered gamifying your classroom? Childhood Education, 94:2, 72-78, DOI: /


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