An Introduction to Knowledge & Economics Simulation
Copyright © 2008 SQI Inc.
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Table of Contents
This book is dedicated to my grandson Andrew Giest who showed my how to educate the high tech generation.
One December evening as I was trying to learn the simulation game, Rail Road Tycoon III, that my 7 year old grandson seem to be enjoying on his new Mac computer. The outcome was one of those breakthrough moments of clarity.
Andrew walked up. "Let me see," he said. "Oh, you are not making any money. Let me see your stock (this is a graph of price over time). Let me see that guys stock. That guy is doing better. We should sell your's and buy his. Why haven't you build track to Chicago. Why haven't you ..."
In a few minutes this 7 year old exhibited an understanding business strategy, operation, economic returns, and investment. All without reading a single text book.
At this moment the future best path for education our youth became clear to me. They learn by doing and computer games provide a rich environment for this type of learning. Specifically, games that provide complex simulations of real world challenges - manage a city, build a railroad, run a manufacturing plant, etc. - build mental mapping and strategy skills.
This moment with my grandson forged a number of long held beliefs, across a broad range of experiences, into a consolidated vision.
First, I had been a "gamer" for over 30 years. Having been exposed to business simulations at the University of Nevada as an undergraduate, I chose Carnegie Mellon business school for my graduate work mainly because of the world class business game that was integrated into the curriculum. I was not disappointed. I found it the highlight of the two year at CMU. Our team spend many hours in the computer lab constructing quantitative marketing models to understand the consumer behavior in the game. Interestingly, this is exactly what I did a few year later for the clients of the largest advertising agency at that time. Thus, by personal experience, I know that simulations provide rich learning experiences.
My second bias came from playing competitive chess as a young adult. While others see kids wasting time with game, I see many of the same thing I use to win chess games. Good gamers have an extensive mental map of the game and a storehouse of past experience. Just like a chess play can tell you the strategic outcome five or six moves into any major opening, games can tell you what will happen may levels into the game if you pursue a specific strategy. Just like chess players can remember ever move from games years ago, games can tell you what happened at a specific decision point in a gamers played months ago. Both chess players and gamers build extensive databases of knowledge over time, both use this to build a mental map of the challenges they face, and both use these tool to craft winning strategies.
This is why I always find it interesting when educators complain about the attention span and learning skill of todays youth. The mental skills and the laser focus exhibited by games show this generation to be the equal of any. the generation that has fallen behind are us, the adults. We are using 18th century teaching strategies on 21st century kids. We, the adults, have to get better.
Core Principles
This book is driven by the core principles of the KESE project and SQI microPublishing.
KESE Principles
The Knowledges and Economics Simulation Engine (KESE) project promotes these core values:
You learn by doing. You learn most efficiently by involved participation and least effectively be being lectured to or reading thousands of page. A dull economics book is inefficient in transferring knowledge about how risk and return works in a capitalist system when compared to Rail Road Tycoon. No supply / demand graphs just the feedback of success and failure as the kids try different strategies. And, as opposed to the treading the next chapter in the economics book, they can't wait to get another try.
The KESE project in committed to providing an ecosystem for learning about economics and the value of knowledge through simulations.
Model real world scenarios. the simulation must be based on real work situations. These "back stories" are well researched and documented. This provides the basis to ask the two fundamental simulation questions: 1) how to the actors, resources, and other forces in this scenario work, and 2) how can I model those interactions.
Modeling real scenarios in detail provides richer game themes and creates player knowledge that directly transfers to the real world.
Technology accessible by everyone. The founders of SQI and the KESE project are deeply disturbed by the "digital divide" in our society and by the hi-tech communities indifference to this issue. The KESE project address this by a commitment to Open Source.
Every technology in the KESE simulation tool chain is open source and cross platform. This mean access to the technology is free and will run on Windows, Mac and Linux systems.
![[Note]](/wiki/docbook/images/note.png)
Note Path to Knowledge. Experience --> Learning --> Concept
A view of acquiring knowledge by a process of interaction with the world that leads to learning of how it responds. The final step is to place this into a concept that crafts a framework of why across the brad range of stimulus - response.
It is our core believe that simulations can be used to provide efficient and effect processes for the stimulus - response feedback.
SQI Principles
Commitment to Instant Publishing. This book is a working example of the SQI microPublishing philosophy of instant publishing. This book is a work-in-progress. All of the material is in draft form (some in rough draft form). Some of the sections have example code with little of the description provided. Some sections have notes that need to be expanded to full text at some point in the future. However, all of the material fulfills the SQI microPublishing concept that any insight or new knowledge has value and needs to be quickly shared into the community of interest.
Why Read This Book
First, you don't. This is not a book you read.
Go West is a guide and working companion for kids, young adults, and learning facilitators interested in acquiring skills in programming, simulation modeling, game concepts, behavior modeling, and complex data visualization.
![]() | Note GO West Python Tutorial. Introduce the companion book that provides a discussion of the Python statements and programming processes used in each Go West section. This is for the beginning programmer or some one with programming experience but new to Python. This places all the discussion about constructing a simulation, modeling behaviors and knowledge acquisition in this book. Helpful insights into programming are provided in the tutorial. |
Participants and Facilitators
Participant. Those involved in active knowledge acquisition.
Facilitators. Those enabling the participants by providing infrastructure, presenting the vision , and being a problem solving resource.
Author Notes
![]() | Note Authors Add. The document structure is here: Document Settings |
Table of Contents
List of Figures
- 2.1. Python Edit Window
- 2.2. Simulation Output in Python Shell
- 2.3. Event Loop Trace Output
- 2.4. Code fragment: Simulation Initialization, Globals and trace control
- 2.5. Code fragment: Initialization and Event Objects
- 2.6. Code fragment: Daily Event Loop
- 2.7. Full listing of Daily Cycle simulation code
- 2.8. Code Snapshot as of Feb 15, 2008
- 3.1. Structure of a Hex
- 3.2. Adjacent Geos
- 3.3. Z, Q indexing
- 3.4. A Geo Map
- 3.5. Code Snapshot as of Feb 15, 2008

