City in the sandbox

The City of Apolypse.

My small group that had trouble getting SimCity to behave itself on the laptop decided to go build their city in the sandbox instead.

They had just looked through all the civic buildings and zoning options before they took the outside option, so they started with SimCity’s basic introduction to urban planning concepts.

The group chose to locate their city on the ocean, with a river. Previously, when the class had looked up and down the U.S.’s eastern seaboard in Google Maps, we’d noticed that most of the bigger cities, like New York and Charleston were on or near estuaries. (We’d also noticed that most of the cities were protected by some sort of barrier from the direct influence of the oceans.)

[googleMap name=”New York City” description=”NYC on the river and ocean.” width=”480″ height=”400″ mapzoom=”8″ mousewheel=”false”]New York City[/googleMap]

This group gained some significant advantages over just playing the computer game because the sandbox model allowed them create features not built into the game.

In particular, they sculpted an earthen dam with a hydroelectric power plant, that was the centerpiece of their city.

By putting a dam across the estuary they could acquire both fresh water reservoir and hydroelectric power.

It’s probably not unfair to guess that the idea for the dam came primarily from our visit to the Pickwick Landing Hydroelectric Plant last year. I say so because the eight grader who came up with the idea was reminiscing about last year’s immersions for the rest of the day.

The decline and fall of Apocalypse.

The group did a great job, although they did site their landfill upstream of their reservoir. This became a problem because after they presented to the class they turned on the river. We relearned the biblical lesson about not building on the sand. This was not entirely unexpected though; the students had named the city Apocalypse.

The combination of computer simulation and physical model really worked well. So much so that two years from now, when I do this again, I think I’ll require at least one group to do the physical model. But it really worked for them to have at least seen the computer game so I’ll have to build that into the project too.

The fundamental “Need” for Electronics

Renaissance Faire Elf Using Cell Phone. (Image by Zoomar). The caption for the photo is priceless, 'I just want to state for the record that a cell phone at a Renaissance Faire is anachronistic and wrong. Being an Elf, however is 100% historically accurate.'

What are the fundamental needs of life (as we know it)? Energy, water, living space and stable internal conditions. These are physical needs of all organisms from bacteria to plants to mammals. Humans share these needs too, and this was one of the things we talked about in natural world this cycle. However, in social world studies we also discussed how people have psychological needs that, as far as we can tell, are different from those of single celled organisms: celebration, community, entertainment, and, among other things, what my students call understanding, which includes religion and spirituality.

My technophilic students also interjected that we, humans, have a need for electronics.

Electronics? My first thought was that they were being facetious, and they may have well been. But as we talked about all the other needs during our synthesis discussion last Friday I began to realize just how fundamental electronics have become to life as we know it.

Electronics are tied into the way we meet those fundamental physical needs. Organizing shipping and distribution of food requires complex scheduling software and databases. The operation of the pumps that extract our groundwater and deliver it to our houses are controlled by microcontroller. With MRI’s and computerized records our health and well-being (maintaining those stable internal conditions) are increasingly influenced by electronic technology. And in our homes, the elegant knobs and dials of thermostats on furnaces and ovens are giving way to smooth if inelegant digital displays.

Even our understanding of the world we live in, of the effects of global climate change for example, is based predominantly on sophisticated computer models and confirmed by computerized satellite systems (see NCAR for example).

So have we reached the point where electronics are a fundamental need of society, and how long will it be before we as individuals become inseparable from our electronics devices? Are we all cyborgs now? And the ultimate question: Should we be teaching more electronics in middle school?

Approximating reality

The world is ridiculously complicated. We construct models to represent what we see and think we understand. Simple models of complex phenomena, and we’re happy when our models represent the most important patterns.

We would, of course, often like to understand the details, so we add more detail to our models. And our models get closer to reality. Yet as our models represent the world in more and more detail they themselves become more and more complex. All the simple parts of the models start to interact in increasingly unexpected ways, until it becomes almost as difficult to interpret the model as it is to understand the real world.

It’s a good thing we see beauty in complexity.