{% extends "templates/base.html" %} {% block content %}
As it says in the rule language documentation, above, you can use any sequence of alphanumeric characters you want as the name of a state - you can call it whatever you like. However, if you use state names that there aren't already tiles for, and aren't already classes for in the CSS file, your states won't be displayed nicely in the World display. The states for which there are already tiles are:
If you're adventurous you may want to modify the MicroWorld engine itself. To do that you'll need this documentation.
MicroWorld was written in the hope that it would be of use for teachers, particularly teachers in primary schools. The reason for attempting to write a very simple rule language was that young people would be able to create their own rules and rule sets.
MicroWorld will run on a Raspberry Pi, and I plan to produce a downloadable SD card image which auto-runs it. One ideal classroom setup would be to have one Raspberry Pi running MicroWorld to every group of two or three children.
MicroWorld will also run on any ordinary PC, including Windows, Macintosh and Linux machines. I plan to produce a packaged installer for each operating system.
MicroWorld is a web-app, which means it runs in a web server and the user interface is a web browser. It would be possible to arrange a classroom with one copy of MicroWorld on a single server, and each child's machine running MicroWorld from that single server.
However, many users accessing the same server at the same time may lead to poor performance. Check performance on your system before introducing a class to it, and if in doubt, running a separate copy on each machine used by children may well be more satisfactory.
If many users are using the same shared machine, you should make sure that they don't use the 'original' or 'med' versions of the Great Britain and Ireland map - both of these are big, and performance will inevitably be poor.
One of my main objectives in writing MicroWorld was to create a system which would be engaging for children and would enable them to see computing in the context of other subject areas.
Maps of Great Britain and Ireland, and of the Isle of Man, are included in the distribution; however, only the 'small' version of the map of Great Britain and Ireland is really useable, the others are too big and will be two slow. However, you can cut a map of your local area from the larger maps if that is helpful to your class.
The following rulesets are of potential use in geography teaching:
All of these rulesets are deliberately simple. This is so that children have something to start with, but so that they can actually make real, demonstrable improvements quite simply.
The settlement ruleset is probably the best starting point for history exploration. As described above, it essentially covers only pre-history; the development of the feudal system, for example, or of industrialisation, are not modelled. They could be, as (more advanced) class projects. Writing rules will enable discussion of why castles, or mills, are positioned where they are, and what the social consequences of these developments are.
You might also want to explore the conditions for the spread of epidemic disease - such as the black death - I've provided a state for this, but no rules.
Obviously, any of the rulesets but particularly the life ruleset are good introduction points to informatics lessons. The rule language is sufficiently simple that introducing children to writing their own rules can begin almost as soon as basic literacy is established.
In more advanced IT lessons, at the upper end of primary school or in secondary schools, I would encourage you to explore modifying the engine itself in your classes. Also, it would be interesting to write an export program which would export MicroWorld maps to Minecraft, or render them as explorable three dimensional spaces using JMonkeyEngine or NightMod.
A number of projects, progressively more ambitious, are possible in art and design.