Games, Simulations, and Virtual Environments

URL:  http://costoflife.ning.com/

Ayiti: The Cost of Life

      Ayiti: The Cost of Life was “funded by the Microsoft Corporations US Partners in Learning and designed in collaboration between Global Kids Playing 4 Keeps program’s youth leaders at South Shore High School in Brooklyn, NY and the game design company GameLab”(Cobb, 2008).  The simulation game is centered on helping the Guinard family made challenging decisions about work, education, community building, personal purchases, and health care. The system requirement to access the simulation game is internet browser with flash player 8 or greater. I chose the technology of Ayiti: The Cost of Life because it is a great tool to teach learners how to set and operate a house hold budget. During this game students have to decide what items to purchase based on needs verses wants. I would incorporate this technology into my Career Exploration class by assigning it as a financial -budget project assignment.  The students would have to play the game and help the parents and children made tough financial decisions to maintain their budget while making ends meet and score an 80% proficiency level.  This process would help the students learn how to survive in the real world on their own concerning day to day living.  The stimulation game would teach the students how to manage their income when entering the workforce and community.

URL:   https://pubsplus.illinois.edu/RW-03-CD.html

Welcome to the Real World

      Welcome to the Real World is a “simulation where young adults are living independently and having to manage their salaries. Using a checking account, debit card, deposit slips, and check register, they make spending choices and cope with the unexpected using a “deck of chances “(Ross, 2012).  Welcome to the Real World was developed by the University of Illinois.  I selected this technology because it’s a wonderful tool to help students learn how to properly handle and manage money in the real world.  “Games aren’t just open environments; they are carefully crafted learning experiences” (Squire, 2011). The simulations consist of having the players make purchases with different types of funding.  I would incorporate this technology into my Career Exploration class by forming learning groups to list and make a transaction using a check, debit card, and cash.  Also, I would ask each learning group to submit a balanced check register after making all purchases and have an 80% proficiency level.  This will provide the students hands-on experience in managing money in the form of checks, debit cards, and cash.  Banks make thousands of dollars in NSF (insufficient funds) fees each year.  It is highly important that adult learners, parents, and employees know how to properly balance and manage a checking and saving account to function in today’s society.

References:

Cobb, J. (2008, April 18). Mission to learn: 26 learning games to change the world [Blog post]. Retrieved from http://www.missiontolearn.com/2008/04/learning-games-for-change/.

Ross, S. (2012). Welcome to the Real World. PUBS PLUS University of Illinois. Retrieved October 3, 2012 from https://pubsplus.illinois.edu/RW-03-CD.html.

Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.