Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
Abstract
:1. Introduction
1.1. Related Work of Background Literature
1.1.1. Simulations, Games, and Playful Learning—Education Perspectives
- games and simulations improve student motivation,
- games and simulations create a better teaching atmosphere,
- games and simulations help to fulfil more rigorous and ambitious educational goals,
- games and simulations encourage the more effective learning of subject-matter.
1.1.2. Simulations, Games, and Playful Learning in Geoinformatics and Economy
1.1.3. Spationomy Simulation Game in the Context of Playful Learning
2. Spationomy Project and the Simulation Game Conceptual Framework
2.1. Spationomy Simulation Game General Set-Up
2.2. Game Rounds
- To build one square meter of the factory, it costs an amount according to the real zones of a price map of Olomouc (Figure 3), so students had to calculate the prices of the plot for the factory using the zones of price map.
- Students were not allowed to build the factory on the roads/railways/rivers/lakes/ and other places generally not suitable/accepted for factory buildings. If they planned to make the enterprise in an “open space” area (field, non-urbanized area etc.), they need to pay the price for a square meter according to the price map. If the factory was planned in a place where other building(s) already exist(s) (according to the aerial image), they had to purchase the property first (according to the price map). They then paid the price for a square meter according to the price map. In other words—the factory costs double.
- Only one-story factories were allowed and should be a rectangular shape, while every 10 square meters need at least one employee, but a maximum of three employees per 10 square meters are allowed (three-shift work). Employees had to be paid an average monthly wage in the Olomouc region, which is 933 EUR (based on the average wage in 2017). One employee can produce one bicycle per month.
- The companies were categorized into three classes based on the number of employees (micro, small, and medium-sized). This classification also reflected the selling price of the bicycles, where micro-sized companies sold fewer bicycles for higher prices (2300 EUR), while medium-sized companies sold more bicycles for a lower price (2100 EUR).
- Operational expenditures (other than salaries) were 85% of wages per year. Factories were also producing some pollution. The total amount of pollution was calculated based on their bicycle production as the number of bicycles made per year multiplied by one ton.
- Floods—Several severe floods hit Olomouc in the past 30 years. Since floods are one of the most frequent natural threads, this round simulated a natural disaster of this kind. We provided students with the flood zones layer from 1997 (the most severe floods in the modern history of the city, when one-third of the city was flooded). We slightly expanded the flood zones manually in order to involve more students’ teams. In total, four flood zones were defined (1 to 4; 1—severe damage, 4—no damage). This round combined the economic as well as the geographical background of our students, as they needed to calculate how much the floods affected their factory. Moreover, if the factory was flooded, they had to evacuate the employees to the evacuation center with minimal costs (performing a network analysis in GIS). From a geospatial perspective, teams had to follow limitations and impedance factors, such as distance costs (0.5 EUR per kilometer), time costs (four Eurocents per second), maximum speed reduction based on the location of roads in a flood zone. To solve the optimal routing problem, students had to select roads by location first, and then calculate impedance values for each road segment in the attribute table.
- Find a Supplier—Competing teams had to apply their skills in MS Excel table data management. Students were asked to filter the data with several thousands of records for a specific company that will become their supplier. They had to focus on particular economic measures, e.g., return on equity, equity, assets turnover, financial leverage, and geographical distance from their bicycle factory location. Moreover, they were provided with different weights of these measures in order to make the decision process more complicated. This game round was designed for (and oriented to) team members with economic studies background. No geospatial layers were provided as students used their preferred tools to geocode suppliers’ locations and measure geographical distances.
- Municipality Public Call on Bike Sharing Project—During this round, students had to prepare a proposal for a new bike-sharing service. The Olomouc City Council has decided to support environmental-friendly transportation in the city. Therefore, the Council would buy new bicycles as the introduction of a new system of bike-sharing. Students should follow obligatory requirements such as lowest price offer (in “blind” bidding system), the municipal budget could afford only 1200 bicycles with a maximum price of 3000 EUR per item, and students’ companies can allocate up to 20% of their overall bicycle production capacity. From a geospatial perspective, the bicycle-sharing project must contain ten docking stations located under some spatial constraints. These included conditions such as stations must be at least 400 m from each other but maximum of one kilometer, and stations must be placed in the most frequent cycling routes (based on Strava data provided by game masters), and in the densest employer zones (based on employer density layer). Students also had to complement their proposal with a graphical dashboard and map visualization of docking stations. The geospatial skills practiced in this round contained different data sources combination, proximity measurements, and overlay operations.
- Pollution Allowances—This round was designed to engage students in negotiation practice. Students would experience live interaction and bargaining about the pollution allowances. The emission limit for the game world (Olomouc region) was set to 70%, and students could not invest in reducing emissions (e.g., ecological improvements). Students had to purchase emission allowances in auctions from the state (environmental exchange) to cover all of their emissions by allowances; otherwise, they were penalized. Some teams decided to gamble and buy more allowances than needed and then sell them with profit to other teams. Nevertheless, the allowances were sold to the highest bidder, so students had to gamble first and bargain afterwards. This round contained no additional spatial (geographical) features or data layers; the number of produced bicycles drove pollution produced by the company.
- Market Share—This topic focused on the application of gravity modelling, namely the Huff gravity model within a GIS environment (e.g., [68,69]). The tool enables to calculate “service” areas of given event points (bicycle factory locations in this case) and to include potential new location of another company branch to recalculate the new services areas (market share). The idea of this round was that every team could extend its market share (service area) by moving or splitting their current factory location. At the same time, students should also presuppose other teams’ intentions. The emphasis was placed on the strategic decision-making and anticipation of other’s behavior. From a geospatial point of view, this round practically introduced students to the topic of spatial interaction modelling used frequently in economic geography. More specifically, students learnt to work with Market Analysis Toolbox for ArcGIS. In this round, students used data from the start-up round and point data locating other teams’ factories.
- Market Share Analysis—This round differs from the previous one (Market share) in several aspects with one key feature—the teams could cooperate with another team to share expenses for building up a new joint company branch while doubling their service area. Spatial constraints included a maximum distance of 400 m for a new branch (or 800 m if teams cooperate). Moreover, the service area was calculated using “normal” network analysis in GIS, instead of a gravity model. For this purpose, students were given a road network layer of the study area. Their revenues were derived from the number of inhabitants (based on address points layer available from game masters) that live in the newly created service area. This round should have encouraged cooperation among teams, rather than competition, since a widening of the market share area might bring more revenues. The main geospatial learning goal in this game round was to practice network analysis by the creation of service areas based on distance.
- Location for Reseller Shop—This round was designed for practicing geospatial tasks covering analytical search of an optimal location for placement of a new bicycle shop. Students had to apply geospatial tools following given restrictions and limits (e.g., a new shop must be placed only in a district with certain population density). This round was mainly geographically focused, thus most of the workload was given to “geo” team members of the student teams. In this round, from the point of GIS analysis, students used basic overlay operations and proximity tools (such as buffering), selection in attributes, and Thiessen polygons. Since these analytical tools are simple to use, students were forced to act under time pressure. There was only a limited number of available sites they could select.
- Investment into Renewable Energy Sources—This round focused on the teams’ decision-making process, based on net present value calculation usually deployed in investments and revenues optimization. As this round was focused mostly on economic issues, the “economic” members of the team carried most of the responsibility for a final decision. The only geographic task for teams lied in the identification of the renewable energy zone (geospatial layer prepared and provided by game masters) to which their company belongs.
- Spationomy Dragons’ Den—The final round was focused on the overall presentation of the students’ projects (business). This round was inspired by successful TV series, broadcasted in the United Kingdom under the name “Dragons’ Den”, in the USA as “Shark Tank”, and in more than 30 countries worldwide. Students could “sell” exciting ideas and business plans presenting their products to wealthy investors (“game-master”) to get investment for their entrepreneurship. No spatial task was set for this round.
3. Evaluation of the Spationomy Simulation Game
3.1. Decision Making
3.2. Knowledge Gain and Interdisciplinarity
3.3. The Playfulness of the Simulation Game Rounds
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Pászto, V.; Pánek, J.; Glas, R.; van Vught, J. Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education. ISPRS Int. J. Geo-Inf. 2021, 10, 74. https://doi.org/10.3390/ijgi10020074
Pászto V, Pánek J, Glas R, van Vught J. Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education. ISPRS International Journal of Geo-Information. 2021; 10(2):74. https://doi.org/10.3390/ijgi10020074
Chicago/Turabian StylePászto, Vít, Jiří Pánek, René Glas, and Jasper van Vught. 2021. "Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education" ISPRS International Journal of Geo-Information 10, no. 2: 74. https://doi.org/10.3390/ijgi10020074
APA StylePászto, V., Pánek, J., Glas, R., & van Vught, J. (2021). Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education. ISPRS International Journal of Geo-Information, 10(2), 74. https://doi.org/10.3390/ijgi10020074