INTERPRETING THE CONCEPTS OF TECHNOLOGY-SOCIETY TO PUBLIC POLICY: THE POTENTIALS OF SYSTEM DYNAMICS AND COMPUTER GAMES
Copyright (c) 2021 Nemeslaki András, Molnár László, Nemeslaki Tas Steven
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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.