Participatory Simulations

Understanding Structure and Change Through Reflective Participation



What is a Participatory Simulation?


Students engaged in participatory simulations act out the roles of the individual system elements and then see how the behavior of the system as a whole can emerge from these individual behaviors. The emergent behavior of the system and its relation to individual participant actions and strategies can then become the object of collective discussion.

What's New Now?


For many decades there has been interest in simulations in which individuals act out the roles of the elements in a dynamic system (e.g., Forrester, 1968; Senge, 1990; Meadows, (1986); Resnick & Wilensky, 1998). These participatory simulations allow learners to enact their intuitive modes of reasoning. Students engaged in these participatory simulations act out the roles of the individual system elements and then see how the behavior of the system as a whole can emerge from these individual behaviors. The emergent behavior of the system and its relation to individual participant actions and strategies can then become the object of collective discussion. Participatory simulations like the Beer Game &emdash;first introduced in the 60's by Jay Forrester and recently revitalized as a result of its appearance in Senge's widely read Fifth Discipline (1990)&emdash; do much to highlight the ways in which costly unintended behaviors of a system (in this case beer inventory in a distribution system) can emerge from participants attempting to act rationally in their localized role (e.g., as beer retailer, wholesaler, distributor, or producer).

This kind of participatory model is effective in dramatically bringing home the ways in which structure and well intended local actions can sum together to create unintended and undesirable system behavior. However, the simulation process associated with implementing the model has proven sufficiently cumbersome so as to present a real barrier to its successful implementation in classrooms. The beer game simulation, like most of the simulations developed by systems dynamics groups, relies on participants relaying their decisions through paper and pencil messages that propagate through the gaming "system." This laborious, repetitive and error-prone process "begs" for a computer-based implementation to free the participants to focus on the consequences of their decisions and strategies.

More recently, new classes of so-called "object-based" simulation activities have been developed (Resnick & Wilensky, 1998). In these activities, participants typically play the role of "ants" in an anthill simulation, moving around the room and exchanging "messages." In contrast to the finite-difference computer modeling used to analyze simulations like the beer game, these simulation activities have been designed to be further explored using object-based parallel computer modeling languages such as StarLogo (Resnick, 1994; Wilensky, 1995). Absent a HubNet-like design, however, the intuitive strategies of the players are not analyzable or capturable in the StarLogo modeling environment. As was true for the beer game above, the role-play and the computer model can shed light on each other but they cannot share data or interact dynamically. The role-play cannot be saved, re-analyzed, or compared with other role-plays except through a laborious hand-coded process.

What we have, then, are powerful computer-based modeling tools for displaying and analyzing the dynamics of systems and powerful role-play pedagogies for connecting students' direct experience with the systemic and global consequences of that experience. The HubNet architecture we propose ties these two powerful methodologies together and makes practical a curriculum that allows students to deeply engage the issues of systems changing over time.


Exploring Three Kinds of Systems Learning Environments


To date, tools for making sense of dynamic systems can be divided into two kinds: so-called "aggregate" modeling engines (e.g., STELLA [Richmond & Peterson, 1990], Link-It [Ogborn, 1994]), VenSim, ProSim, Model-It [Jackson et al., 1996]) and "object-based" modeling languages (e.g., StarLogo [Resnick, 1994; Wilensky, 1995a], Agentsheets [Repenning, 1993], Cocoa [Smith et al., 1994], Swarm [Langton & Burkhardt, 1997]). Through participatory simulations, this project will explore both aggregate and object-based modeling environments as well as the extended-object-based, hybrid-architecture environment of HubNet itself.

Aggregate Modeling

The first kind of tool enables the user to conceptualize the system as "flows" and "accumulations." For example, a changing population of rabbits might be modeled as an "accumulation" (like water accumulated in a sink) with rabbit birth rates as a "flow" into the population and rabbit death rates as a flow out (like the flow of water into and out of the sink). Other populations or dynamics&emdash; e.g., the presence of "accumulations" of predators&emdash; could affect these flows. In the limit of the continuous case, this means dynamic systems are written in the language of differential equations. [EXAMPLE TO BE POSTED SOON].

Object-Based Modeling

The second kind of tool enables the user to model systems directly at the level of the individual elements of the system. For example, our rabbit population could be rendered as a collection of individual rabbits each of which has associated probabilities of reproducing or dying. The object-based approach, while perhaps less efficient at certain kinds of analysis (e.g., translating its results into algebraic form), has the advantage of being a natural entry point for learners. It may well be easier to generate rules for individual rabbits than to describe the flows of rabbit populations. This is because the learners can literally see the rabbits and can control the individual rabbit's behavior. New computational media make this object-based approach practical as a tool for modeling population dynamics and other forms of highly interactive emergent phenomena. [EXAMPLE TO BE POSTED SOON].

HubNet as Modeling Environment

HubNet can itself be a powerful modeling tool. In particular, HubNet can be used as a new kind of object-based modeling environment. In contrast to languages such as StarLogo, Hubnet, as a modeling engine, depends on each of its nodes -- each calculator can be a turtle. While for very large numbers of turtles, StarLogo would be much more efficient, for smaller numbers (classroom-size) the advantage of students being able to test their intuitive behavior and to participate directly in the simulations has powerful learning possibilities. Because HubNet allows the user flexibility about what to pass from the calculators to the Hub, many hybrid architectures are possible as well. If the calculators pass average or aggregate quantities to the Hub, then a new mixed object-based hybrid architecture results. These new architectures open doors to many new kinds of simple classroom activitivities. [EXAMPLES TO BE POSTED SOON].


Uri Wilensky
Tufts University
Medford, Massachusettes
Walter M. Stroup
The University of Texas
Austin, Texas