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Education hasn’t quite gotten it yet

As a child of the ’90s, SimCity Classic was my ultimate game. I was around 13 when it was released in 1989, and I remember spending hours—sometimes even days—glued to my computer. Taking on the role of mayor and watching my virtual city flourish was simply exhilarating.

One of my favorite experiments was raising the tax rates by 50%. By putting the game in speed mode, where time moves faster, I saw the tax revenue soar. This led to immediate increases in city finances, but it also caused rapid urban decay as citizens fled due to the higher tax burden. Additionally, failing to build enough police stations and overloading the city with industrial zones led to increased crime rates and deteriorating living conditions. The game constantly challenged me to balance tax pressure, infrastructure development, and crime management, making SimCity both engaging and educational.

Computers in the ’90s

In the ’90s, schools began to adopt computers on a large scale. At that time, processors like the Intel 486 and later the Pentium 1 and 2 represented the cutting edge of technology. I had a 286 computer that my parents bought on installment through Wehkamp. I was about 13 or 14 years old. This computer had around 640 KB of RAM and a hard drive of about 20 MB. The price for such a setup was around 2,500 guilders—a significant expense at the time. SimCity Classic came on 3.5-inch floppy disks, which you inserted into the computer to install and play the game. Despite the limited storage, it was an amazing experience.

Schools saw computers as a great addition to education, especially for basic skills and administrative tasks. The focus was primarily on productivity tools like word processors and spreadsheets. Games like SimCity were not widely used in classrooms, and the idea that games could play a role in learning was recognized only much later.

The generation gap and educational technology

Many teachers in the ’90s were from a generation not well-versed in computers and games. As a result, there was often little understanding of the educational value of such technologies. The idea that simulations like SimCity could be useful for learning only gained traction later when people saw how games could help develop skills like critical thinking and urban planning.

SimCityEDU and the challenges

SimCityEDU, an educational version of SimCity, was launched in 2013. The idea was brilliant—leveraging the popular game to promote game-based learning. Unfortunately, it didn’t quite pan out as expected. The game was not always well-aligned with specific educational needs, teachers received insufficient training, and technical problems limited the user experience. Additionally, the costs and operational requirements posed barriers for many schools. These factors contributed to the limited success of SimCityEDU as an educational tool.

Why education hasn’t quite gotten it yet

What continues to astonish me, and honestly no longer surprises me, is that such simulations are not more widely used in education. Despite the proven benefits of game-based learning, many schools stick to traditional teaching methods. Often, there is a lack of understanding about how games can be effectively used as educational tools.

The education system sometimes seems stuck in old habits, missing out on the opportunities offered by modern technology. This pattern of clinging to outdated methods while technology advances rapidly means we miss valuable opportunities to prepare students in dynamic and relevant ways.

It is crucial for educational institutions to recognize and embrace the value of simulations and other educational technologies. If we continue to hold on to the past without adopting new learning methods, we will fall behind and fail to fully benefit from the tools that modern technology offers.

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