EPISODE 15: SIMULATIONS
Episode 15: Simulations | 3 March 2026
Stephen and Trent (re)simulate the brainstorming and co-authorship process behind The Worldbuilding Workshop’s (spooOoOOoky) thirteenth chapter, “Simulations,” including:
Differentiating between “simulations” and “games”;
Kerbal Space Program as an exemplary simulation-game hybrid;
How Democracy 3, SimCity, and Civilization encourage learners to tinker with real-world complex systems and visualize their effects;
Simulations as a way to explore “what-if” scenarios via learner inquiry and critical thinking;
Procedural rhetoric and evaluating the biases embedded in simulation design;
First-person versus third-person perspectives and whether calling third-person distant “god-like” is a misnomer with respect to simulations;
Understanding simulations as teaching how systems operate versus role-plays teaching how people operate;
Knowledge-as-doing and the criticality of maintaining a one-to-one relationship between learning and simulation objectives;
Separating evaluation of a system from individual people's performances *within* that system;
Beyond Nuremberg: Courtroom 600 as an example inquiry-driven, museum-based virtual reality simulation;
Balancing agency in simulations of well-defined historical events;
Examining the rhetoric of decision-making trees to identify how individual actions can affect multiple parts of a complex system;
“Bumper cars” (exerting agency within a constrained system) versus “rollercoasters” (being locked into a linear pathway from beginning to end);
Simulations for teaching cause, effect, and nuanced reasoning;
Benefits of the “choose-your-own-adventure” model;
Going meta on the decision-making process to situate thinking in real-world problems;
The Model United Nations program, GlobalEd research project, and Mars: An Ethical Expedition video game as tools for studying intersectional governmental, economic, social, and cultural structures;
Avoiding the artificiality of traditional assessments via simulations of ill-defined problems;
Transforming education from transactional career preparation into a vehicle for teaching critical thinking and empathy;
Helping future teachers understand specific instructional technologies (giving them a fish) versus helping them understand foundational principles of technology integration (teaching them how to fish);
Why reductive, essentialist thinking can’t and won’t solve “wicked problems”; and
Demonstrating how “practomime” (Roger Travis’ term for “performative play practice”) shapes learner thinking and behavior.
Episode References:
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Travis, R. (2010, November 18). A note on the word “practomime” [Blog post]. Play The Past. www.playthepast.org.