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Games usually simulate diverse conflicts, competitions, and collaborations in the real world. Children and young urban planners can naturally learn how to be strategic from playing games.

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There are a lot of good examples that applying games to teach land use planning, such as CLUG http://www.cluginfo.org/part-1a---d-instructions-for-players-city-council-operator--accountant.html.    

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Mathematicians and economists are good at explaining the principles of games. Game theories explain the relations and behaviors at the micro-levels. Scholars and practitioners then apply models to understand international relations. How about we use games to make learning more interesting for broader learners? 

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I would like to try more game designs for different learning groups and keep on posting my thoughts here...

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Ha! Midterm and finals, time to play! 

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When I met my friend, Miloud, an instructor of IDS 1161: WHAT IS THE GOOD LIFE after midterm this Fall, he said, "Ziming, my students and I are so tired, could you come and flip my classroom by using some interesting pedagogy?"

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Sure, I am glad to.  Let me think. How about this one? We let students mimic how the world goes by playing the cards I designed? The money in this small world is peppermint candy. Then let them think about what is sustainability and what "white card" could mean to them? I am attaching the template of my design for Miloud's class.

 

 I can make it more simple for kindergarten kids to learn social skills and knowledge or more complex for adults for public education later. I look forward to teaching urban economics and sociology in such a game-based experimental approach in the future. Also, there are plenty of cheap materials to play with in such a learning-by-playing style, which could benefit low-income youngsters for better development too. I continually think about the good interventions for poverty alleviation and public insecurity. Empowering kids, especially those who are vulnerable in low-income communities,  through a joyful and inclusive learning process might be an option. I would like to test this thought from this simple class design. 

Planning go!

A board game and game-based classroom

 

Chinese weiqi board with self-designed chess pieces and rules

(pictures are not relevant to games) 

Series No. 1 "Fresh off the Boat"

 Course "Immigrants and sustainable development"

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Series No. 2 "Hurricane Go"

Course "Community resilience"

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Game Design for Children in the Global Community

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This design will engage children (aged 6-12) living in informal settlements to learn mathematics and spatial knowledge. 

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Under Construction.... 

(picture are not relevant to real design)

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