Market vs. Socialist Economy: A simulation game

Figure 1. The ultimate vehicle. Produced in round 3 of the capitalisim simulation, this vehicle was carefully designed to match the preferences of the consumer. It earned 5 out of the 10 dollars spent in that round.

Abstract

The power of capitalism lies in the system’s ability to adapt to the needs of people. It does so by giving preferential rewards to those who best meet those needs as expressed in the market. As part his spring Independent Research Project, middle school student, Mr. Ben T., came up with a simulation game that demonstrates this advantage of capitalist systems over a communal systems that pays the same wage irrespective of the output.

Background

In either the fall or the spring term I require students to include some type of original work in their Independent Research Project (IRP). Most often students take this to mean a natural science experiment, but really it’s open to any subject. Last term one of my students, Ben T., came up with a great simulation game to compare capitalism and socialism. With his and his parent’s consent I’m writing it up here because I hope to be able to use it later this year when we study economic systems and other teachers might find it interesting and useful.

Procedure

The simulation was conducted with six students (all 7th graders because the 8th graders were in Spanish class at the time) who represented the producers in the system, and one student, Ben, who represented the consumers.

Simulating Capitalism

In the first stage, representing capitalism, the producers were told that the consumer would like a car or cars (at least a drawing to represent the cars) and the consumer would pay them based on the drawing. The producers were free to work independently or in self-selected teams, but only one pair of students chose to team up.

Producers were given three minutes to draw their cars, which they then brought to “market” and the consumer “bought” their drawings. The consumer had limited funds, 10 “dollars”, and had to decide how much to pay for each drawing. Producers were free to either accept the offered payment and give the drawing to the consumer or keep their drawing.

This procedure was repeated three times, each turn allowed the producers to refine their drawings from the previous round, particularly if it had not sold, or create new drawings. Since all drawings were offered in an open market, everyone could see which drawings sold best and adapt their drawings to the new information.

Simulating Socialism

Socialism was simulated by offering equal pay to all the producers no matter what car/drawing they produced. Otherwise the procedure was the same as for the capitalism simulation: students were told that they could work together or in teams; they brought their production to market; the consumer could take what they liked or reject the product, but everyone was still paid the same.

Assessment

At the end of the simulations consumer students were asked:

  • How did you change your car in response to the market?
  • Did it make the car better?
  • What do you think of a socialist system?
  • Which [system] do you prefer?

Results

Students showed markedly different behaviors in each simulation, behaviors that were almost stereotypes capitalist and communistic systems.

Capitalism simulation

Producers in the capitalist simulation started with fairly simple cars in the initial round. One production team drew a single car. Another made four cars with flames on the sides, while another went with horns (as in bulls’ horns rather than instruments that made noise) and yet another drew. When brought to market, despite the fact that almost all drawing were paid for, it quickly became obvious that the consumer had a preference for the more “interesting” drawings. The producer who drew six cars with baskets on top got paid the most.

Figure 2. Rocket launchers and shields were an important innovation in Round 2 of the capitalism simulation. It earned 4 of 10 dollars and influence all cars in the subsequent round.

In the second round one innovator came up with the idea of adding a rocket launcher (Figure 2) and was amply rewarded. In response, in the third round, the market responded to this information with enthusiasm, however, all the rocket launchers were trumped by a tank shooting fire out its back with, “Ben 4 Prez!” written on the side (Figure 1).

Figure 3a. Evolution of cars in response to consumer preferences. Example from paired producers: Capitalism. Round 1.
Figure 3b. Round 2. This set of producers go with multiple cars.
Figure 3c. Round 3. Train and cars with rocket launchers developed in response to the market's favorable response to weaponization in Round 2 (see Figure 2).

The producers responded the the preferences of the consumer. The best example of this was the work of the couple students who decided to pair-up.

Their first car was simple and straightforward and it only garnered one “dollar” (Figure 3a). In the second round they chose to go with quantity, producing a lot of cars (Figure 3b) as that had been a fairly successful strategy of another producer in Round 1. Their reasoning was that since there were two of them they would be able to outproduce the others. By the final round they had developed a train with rocket launchers in addition to a set of cars with rocket launchers (Figure 3c). Again, market pressures had an enormous influence on the final vehicles, but the individual philosophy of the producers also showed through in the vehicle production choices.

[UPDATE 5/17/2012]: The capitalism part of the simulation produces winners and losers, and a good follow-up is to do the distribution of wealth exercise to see just how much wealth is concentrated at the top in the U.S.. The second time I ran the simulation — with a different class — the students were quite put out by the economic disparity that resulted and ended up trying to stage a socialist revolution (which precipitated a counter-revolution from the jailed oligarchs).

Socialism Simulation

Figure 4. Cars produced under conditions of equal pay to all producers regardless of work.

Although three rounds were intended, time constraints limited the socialism simulation to a single round, however the results of that single round were sufficient for students to identify the main challenges with communal rewards for production. The producers decided that they would work together and produced two sets of basic cars (Figure 4). Half of the students did not even contribute, they spent their time just standing around. It was the stereotypical road construction crew scene.

Figure 5. Industrious capitalists very focused on their work.
Figure 7. Socialists slacking off.

Survey Responses

All students who responded to the question preferred capitalism, the primary reason being injustice “… cause [during the socialism simulation] some people do nothin’ [and] other people do something.”

Discussion and Conclusion

Using only one consumer reduces the time needed for the simulation but limits students from seeing that markets can be segmented and different producers can fill different niches. It would be very interesting to see the outcome of the same simulation in a larger class.

The small class size also allowed the simulation to take place in less than half an hour. Most of the post processing of the information gained was done by the student who ran the simulation since it was part of his Individual Research Project. While he did a great job presenting his results at the end of the term, when I use this simulation as part of the lesson on economic systems I would like to try doing a group discussion at the end.

I’m also curious to find out how much more the cars would evolve if given a few more rounds. Which brings up an interesting point for consideration. Since some students have already done the simulation, it may very well influence their actions when I do it again this year. It would probably be useful to make sure that there are more than one consumers, or that there consumer has very different preferences compared to Ben T.. A mixed gender pair of students might make the best set of consumers.

And Pythagoras Scores!

Locating the center point of the soccer field.

Our school, Lamplighter, has started up a couple soccer teams to play in the local under-8 and under-6 leagues this year. I’m now one of the under-6 coaches, and the curious similarities between them and the middle schoolers is going to have to be the topic of another post; Montessori observed some interesting parallels between the first and third planes of development that are worth getting into. However, since the teams are new, we did not have lines on the practice field. And teaching throw-ins is kinda tricky with imaginary lines.

One of the parents/coaches of the under-8 team, Mr. Surbrook, offered draw out the lines. He also volunteered to give a lesson on geometry and let the middle school (and upper elementary) students help.

Refreshing ourselves on Pythagoras' Theorem.

To prepare the middle schoolers I did a quick review of Pythagoras’ Theorem using the 3×3, 4×4 and 5×5 squares (see above).

! a^2 + b^2 = c^2

The lesson was interesting because the 7th graders had had a more recent exposure to the equation but, unlike the 8th graders, have not had any algebra yet, so there were some puzzled looks when I rearranged the equation.

Lesson on the geometry of rectangles.

That was in the morning. After lunch Mr. Surbrook came in and showed us how to use Pythagoras’ Theorem to make right angles and locate the center of the field. If stretch out six pieces of string, four for the sides and two for the diagonals (calculated with the equation,) at their fullest extent you have a rectangle with decent right angles.

Corner of the soccer field. Note the nice 90 degree angle.

After figuring out the theory inside, we went out to the field and help cut the string and lay out the lines. The kids were a bit disappointed they did not get to actually paint the lines, but we’d run out of time for the day.

Fortunately, they’ll get another chance at surveying when Dr. Houghton brings her class out to map the topography of the campus.

I very much liked how the whole procedure went, with my preparatory lesson first, then Mr. Surbrook practical lesson, and finally the actual practical application. We did something similar when we laid out the greenhouse the first time. That time we threw the kids in without a guide and without the practical lesson. It was a bit of a team-building exercise. It also took quite a bit longer.

Find c.

Physical geography in the sand

Instead of doing the Island of Podiatry in the sandbox, I decided add a practical exercise as part of their Social World test.

Spits, deltas, archipelagos and more.

Half the class, the first to finish the written portion of the test, were instructed, as a group, to create as many physiographic features as they could in the sandbox. Tomorrow, the other half will have to try to identify as many features as they can.

The first group did a very good job. The kids seemed to enjoy working with the sand, and little details, like the difference between a bay and a gulf, quickly became apparent.

It’ll be interesting to see how the other half does with identification. I could not prevent myself from adding a fjord and cirque even though we have not seen them in class. The fjord should at least be recognized as a valley (definitely a steep sided valley), but hopefully this will allow a moment to talk about post-glacial features. Of course, thinking about it, I should probably add a moraine or subsurface ridge to complete the set.

Physical geography in the sand.

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?

Urban planning with SimCity

The SimCity game is a wonderful model for urban planning. My class is using it to try to tie together the lessons on the Needs of People and the Themes of Geography.

I gave the small groups the game, two hours, and required them to take notes on why they made the choices they made.

SimCity regional view.

What we did

The game starts at the Region view, where you choose the location of the city. I was enthused to see the groups almost instinctively go for a location with good access to water. Of course almost all the places you can found a city are on a river or ocean, but more than one student specifically mentioned the water access as a reason for their choice.

To have them better think about the region, I also asked the students to think about, and report, on where in the world they thought their city might be, based on the topography and the vegetation. Most proposed the eastern U.S. seaboard.

After choosing a location the students could “terraform” it by raising mountains, making valleys, sculpting beaches and more. Some groups needed to be chivvied to move on, after all, they only had one two hour session to complete the assignment.

Then they got into the heart of the game, Mayor Mode (the terraforming session is called “God Mode”). The urban planning model is based on the land-use zoning strategy used by many, but by no means not all, U.S. cities. You have to mark cells on the city’s grid for residential, commercial or industrial/agricultural use. Then, if you’ve provided utilities and a transportation system “developers” will autonomously start to build houses, businesses and industry in these zones.

The great city of Da Hood. Note the different areas for urban, commercial and industrial development, and the seaport on the river.

Playing on “Easy”, the mayoral advisers would regularly pop up to suggest new amenities, like schools, police stations and parks that would attract more people to the city.

And students had to make choices. One of the first, for example, was about what type of power to provide their city. Coal plants are cheap but dirty, while windmills produce a lot less power so you have to build a lot of them.

A Little Discussion

The game worked remarkably well as part of the curriculum. SimCity is a potentially addictive game, the plea, “I really need to stop,” was heard repeatedly as I was trying to get the last group to come to our discussion. Yet, two hours was enough for students to get the gist of the game and think about its implications for geography. The final cities were not perfect (at least one was designed to be dysfunctional) and most of them were running a serious deficit, but when it came time to present, students were able to flesh out our information on the lessons quite nicely.

The game is also easy enough. The game’s internal model is quite sophisticated, but there’s enough in-game advice, that it took just some initial guidance about the basic premise of zoning, for students unfamiliar with the game to play it effectively. Some students were better prepared at the start than others. Some had played similar games in the past and one student had even read the instruction booklet that came with the game CD, but they were all able to get cities up and running in the allotted time.

Technical Difficulties

We’re a Mac school, but SimCity does not have a version that works with modern macs, so I had to use my old laptop that has Windows. That computer is a Mac that it uses Boot Camp to boot to Windows, and, perhaps for this reason, the first group that tried to use it had it crash on them a few times at the beginning of their game. They gave up and created their city in our sandbox, which turned out great in the end because it gave them more flexibility in the structures they could create and some interesting differences in perspectives from the game based presentations. I’ll post more about that later.

In Conclusion

I like the game because it lets the students provide the infrastructure while the game engine/model tests the infrastructure to see it if works and “predicts” development and population. The Needs of People and Themes of Geography contexts were useful ways of getting students into the game but struggling to get the city to work helped fill in a lot of things that students had not thought of previously.

One of those things was people’s need for safety. In our post-game discussion, safety from crime and from nature came up as additional needs of people we had not discussed. Successful cities in the game need police stations, and students had apparently been thinking hard about the array of natural disasters they could rain down on their cities when the assignment was over.

The Taj Mahal, soccer fields and a skate-park (of which some of us were inordinately proud) met the needs of citizens for recreation and understanding.

Finally, students presented their cities while Ms. Ann DeVore from the Deargorn Heights Montessori Center was observing the classroom. Ann is an enthusiastic user of SimCity. Her middle school uses it the initial part of the Future City competition, which is something I’d very much like to get my group involved in as soon as I can wrangle some technical advisers.

Luring vultures

The theme for this term’s Independent Research Project is Life on the Nature Trail, and my students are required to do some actual field work on the species or taxonomic group they’ve chosen to investigate. One students chose vultures because they saw one in the clearing just outside the trail and we’ve occasionally caught sight of one soaring over the campus.

He’s been trying to lure one in for a closer look.

Since I’ve vetoed the idea of leaving fresh meat out, unless he finds professional to guide him, he’s asked for permission to lie out on the grass pretending to be carrion.

I let him take the camera (see above).

Today we saw one swoop past during P.E., so we took a couple minutes trying to lure vultures (see below).

Unfortunately, it did not seem to work.

Island of Podiatry in the sandbox

I’m not terribly partial to the Island of Podiatry exercise where student produce a map of physiographic features, gulfs, archipelagos, plateaus and so on, starting with the outline of their feet. However, in considering alternatives I was thinking about how it could be made even more real, more tactile. My first thought was of having them sculpt the topography out of modeling clay, but then I realized that this would be a great use for our sandbox.

The weather’s cooled down a bit in the last week, but it should still be warm enough for students to want to be outside. All I’ll need to do is level the box (though this might be no small feat since it’s filled with sand), add about ten centimeters of water, and have them shape the island from their Island of Podiatry map. I’ll also probably need them to decide whose map they want to model.