Sunday, December 6, 2009

BP7_2009122_Web 2.0 Tool 2_Farmville



The first web 2.0 tool that I find of interest is a game called Farmville. I discovered this game on the Facebook social networking site. It is a Flash game made by Zynga. In this game, one is in charge of a farm, in which one builds from the ground up. When you get your farm, you start with 6 crops and nothing else. These are given to you to teach you how to use/play Farmville. One goes about arranging the farm by buying animals, plots of land, and buildings, etc. for the farm. As one takes care of the animals, one must also milk the cows and shear the sheep, etc in order to be paid for it. One must tend the trees and harvest from them. One must plow the land, plant the seeds, and harvest crops in allotted time in order to make money; however, crops must be tended in that time or they will wither and money will be lost.

I like Farmville as an educational tool to teach children about agricultural commerce and community. In Farmville, community is important. One can acquire trees, animals, and other farm items through gift giving with one’s neighbors. In order to expand your farm, you need more neighbors and not just money so it is a vital part of the game to invite people to be your neighbors. Also, it is important to visit your neighbors and help out on their farms to achieve points that will eventually increase your level.

The game teaches agricultural commerce because the user must perform the various steps of farming in order to make money and increase their level. Farmers must create plots of land by plowing empty areas. Seeds must then be purchased at the market and then planted into plowed land. The market shows the cost of the seeds, how long it will take crops to grow as well as the experience points the farmer will receive. Once chosen, the farmer plants the seeds and must wait the allotted time to harvest the crop. Once the crop has been harvested, the land is left fallow. The user must then pay to plow the land, buy the seeds and begin the planting cycle again. Trees must also be harvested though they do not wither should harvesting not be done on time. Animals on the farm must be tended to though there be no repercussion for time mismanagement.

Buildings like houses and barns are available for purchase as well from the market. They are bought from the market then built onto the land. Items in Farmville can be sold; however, the selling price is always lower than the purchase price, as in real life, which demonstrates depreciation. I believe Farmville to be a good educational game that is fun for children and adults. Children learn agriculture, commerce, community, and economics from this game. They learn to weigh options before purchasing items and they learn how to manage time in relation to farming. I would definitely use this game in my classroom, as it is available on other sites besides Facebook.

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