INTERPRETING THE CONCEPTS OF TECHNOLOGY-SOCIETY TO PUBLIC POLICY: THE POTENTIALS OF SYSTEM DYNAMICS AND COMPUTER GAMES

András Nemeslaki, L. Molnár, Tas Steven Nemeslaki
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Abstract

In this paper, we explore how Civilization, and – in a more general approach – computer games can enhance public administration (PA) education for interpreting technology-society concepts (or Science Technology Studies). We pose the research question, how computer games at the early stage of PA studies aligned with  systematic curriculum design make educational experiences and the learning  process more sensitised to system complexity, creativity and understanding the  role of technology. The paper shows an educational experiment where Sid Meier’s  Civilization series is used at the University of Public Service in Budapest. Civilization  is one of the most famous turn-based strategy games, illustrating the complex  causalities of economic development, geographical expansion, technology  innovation, government structure and warfare. The players experience historical  development through the ages of human Civilization – starting to build simple  ancient huts to modern space exploration – and choosing different strategies to  guide their Civilization through the challenges of allocating resources, managing  conflicts, or deploying technological innovations. Civilization has been used in  several classroom experiences for teaching history and complex system analysis.  
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从技术-社会到公共政策的概念解读:系统动力学和电脑游戏的潜力
在本文中,我们探讨了《文明》,以及——从更一般的角度来说——电脑游戏如何能够加强公共管理(PA)教育,以解释技术-社会概念(或科学-技术研究)。我们提出了一个研究问题,即在PA研究的早期阶段,电脑游戏如何与系统课程设计相结合,使教育体验和学习过程对系统复杂性、创造力和对技术作用的理解更加敏感。这篇论文展示了在布达佩斯公共服务大学使用Sid Meier的《文明》系列游戏的教育实验。《文明》是最著名的回合制策略游戏之一,阐述了经济发展、地理扩张、技术创新、政府结构和战争的复杂因果关系。玩家将经历人类文明时代的历史发展——从建造简单的古代小屋到现代太空探索——并选择不同的策略来引导他们的文明通过分配资源,管理冲突或部署技术创新的挑战。文明在历史教学和复杂系统分析的课堂实践中得到了应用。
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