Drexel-SDP GK-12 ACTIVITY Subject areas: physical science, life science (Landforms, Environments) Unit title: Exploring Engineering with SimCity 4 Activity title: Humans and the Environment (Activity 3 of 3) Grade level: 6 Time required: extended activity (at least three 60 minute lessons) Keywords: civil engineering, city planning, pollution, graphing, data, trends Educational standards: 3.1.7B, 3.1.7D, 3.2.7B, 3.3.7D, 3.5.7A, 3.6.7B, 3.8.7C, 4.6…A, 4.7.7A, 4.7.7B Concept/Vocabulary In the third component of this module, students will add a human component to the natural environments they have assembled by constructing and maintaining towns and cities on their landscapes. • • • • • • city planning congestion population density traffic design environmental engineering zoning • • • • • • solar power wind power fossil fuel power water treatment waste management recycling Objectives Students will… • use SimCity 4 software to explore and develop landform and environment concepts. • describe scale as a form of ratio and apply it to a life situation. • apply models to predict specific results and observations. • design and engineer successful rural, suburban, and/or urban environments around natural landforms Materials These activities require SimCity 4 software, published by Electronic Arts/Aspyr. Please see Carving Canals (Activity 1 in this module series) for more detailed information. INSTRUCTIONAL STRATEGIES In the first two activities, students have learned the basics of landform creation using SimCity’s Terraform and Terrain Effects tools. Now, they are ready to become mayors of their own towns! Students will plan their cities around the natural environments they have created. Their object will be to design thriving villages, towns, and cities that adapt to and make use of the landforms present in their landscapes, while preserving as much of nature as possible. Although this is a fun and engaging game, it is also a very powerful software simulator. The tasks should be presented to the students as design challenges, rather than game play. They will work in teams to design and engineer their cities and civilizations. INSTRUCTIONS FOR TEACHERS Activity 3: HUMANS AND THE ENVIRONMENT Part I: Basic Mayor Mode Tutorial • Students should once again launch the SimCity 4 software. In the default Region View, they should select a piece of terrain to begin a new city. • Once a plot of land has been chosen, students may adjust its landforms as they see fit, using skills developed in Activity 1 and Activity 2. • When the students are satisfied with the landscape, it is time to enter the Mayor Mode of the game. After this point, any further changes to the terrain will cost money (as in the real world!) Select the Mayor Mode button from the toolbar. They will be asked to name their new city and its mayor. • Once the city has been named, a new set of control toolkits will appear along the left edge of the screen. From top to bottom, they include: Landscape Tools: These include the familiar terraform and terrain effects tools, with one important difference – now when the students change the environment by leveling grades, creating inclines, or digging holes, the changes will cost money (just as they would for a real civil engineer). Zoning Tools: These tools allow the students to plan their cities by zoning areas as residential (green), commercial (blue), and industrial/agricultural (yellow). Zones are further divided into low, medium, and high densities, each of which allows different classes of buildings to be constructed. Students must balance each type of development according to their own plans for the city, as well as demand. Transportation Tools: Students will have to design the roads and highways that cross their towns. In later stages of the game, freeways, railways, airports, and marine terminals can be incorporated into their cities. Students will have be called upon to maintain smooth flow of traffic as their cities grow. Utilities Tools: These tools include power and water systems, as well as waste management. Students will have to make decisions about which types of electrical plants they will place in their cities, the delivery of water, and how trash and recycling will be managed. They must take into account their current budgets, as well as environmental and social factors. Civic Tools: These include fire and police protection, education and healthcare systems, government buildings and landmarks, as well as parks, gardens, and public recreation areas. Students will have to provide for the common welfare of their growing populations, while at the same time maintaining the budget and their own popularity among their citizens. Bulldoze: This tool allows students to demolish structures. • Other important controls appear along the bottom edge of the screen: The Query tool can be used to provide information about a particular building or other structure, and the Query Route tool gives information about roadways and other transportation routes to better aid in transit planning. The game speed controls are used to change the rate at which time passes. This portion of the toolbar shows the students’ current mayoral ratings, the amount of money in the city coffers, the number of citizens, and the demand for residential (green), commercial (blue), and industrial/agricultural (yellow) property. Students manage the city finances using the Budget Panel. Clicking in the Current Balance area will cause the Monthly Budget window to expand upward. This is the area where students manage monthly income and expenses. The City Opinion Polls button will give information about the current success of the city design from a variety of perspective s. The Data Views and Graphs tools give information about current specific conditions in the town, such as income levels and crime statistics. The Advisor Panel provides advice from a City Planner, Financial Advisor, Utilities Advisor, Public Safety Advisor, Health and Education Advisor, Transportation Advisor, and Environmental Advisor. Activity 3: HUMANS AND THE ENVIRONMENT Part I: Engineering a City • Students may wish to begin to develop small farm towns. These towns may require fewer services to be successful. Students will have to zone mostly residential and agricultural land, plan roads and highways, and provide basic services like power and small schools. Students may be surprised to learn that agricultural industry produces a fair amount of pollution. This simple coaldriven power plant is sufficient for this small community, although it is rather dirty. Water shortages can be overcome by supplying the town with a few water towers. • As the students become more proficient with the simulation, they can move on to moderately larger towns. They will need to design more complex roadways, often with basic public transportation like buses. More services will be required, such as police and fire stations, hositals, and more varied commercial and industrial zoning. This larger town features development on terrain of various elevations. Wind energy is used to provide much of the community’s electrical needs. An increase in population is coupled with higher pollution, necessitating a water treatment plant near the river. • As the towns grow into small cities, students must design more efficient travel routes to accommodate the growing population. Services like colleges, museums, more advanced public transit systems, and green spaces must be paid for using good budgeting skills and revenue generation. For small cities to succeed, there must be a good mix of residential, commercial, and industrial properties, all connected by efficient and fast roadways and other transportation systems. For businesses and industries to thrive, their employees must have access to sufficient education, recreation, healthcare, and protection services. As neighborhoods grow, the students must ensure that local services remain adequate funded in the budget – or else they risk scenarios like a teacher strike at this overcrowded high school! • As smaller cities are developed into larger metropolitan areas, students must take extra care in their designs. These metropolises can have a variety of different architectural styles, extensive bridge and expressway systems, commercial and industrial water transportation, and advanced train and monorail systems. Multiple bridge designs for a variety of different traffic types span the waterways to connect different parts of the city. Air pollution can be offset by better environmental engineering efforts, including recycling plants, solar and wind energy, incentives for carpooling and public transit, and the planting of more trees. Water lines are routed beneath roadways and beneath the riverbed to carry water from reservoirs to all areas of the city to stave off drought. DESIGN CHALLENGES • Construct the first town with 250,000 citizens • Develop the first city with a subway station that is used to at least 40% of its capacity • Grow your city’s high tech industry that includes semiconductor plants • Have all you’re city’s neighborhoods “in the green” in the Data Views panel for healthcare and education • Design a city whose citizens request an airport • Be the first to have a bus terminal at over 100% capacity. • Construct a city with a park or green space near every neighborhood • Engineer a road system with all roads “in the green” (no congestion) in the Data Views panel. • Plant a variety of different trees throughout your city. • Design a “New Philadelphia” that incorporates your favorite parts of our own city. • Have fun!!! Owner: Drexel University GK-12 program, Engineering as a Contextual Vehicle for Science and Mathematics Education, supported in part by National Science Foundation Award No. DGE-0538476 Author: Matthew D. Cathell Copyright: Copyright 2007 by Matthew D. Cathell