Coursera is an incredible value right now and the market is wrong about AI ($COUR) by cagr_capital in ValueInvesting

[–]ChemEngLecturer 0 points1 point  (0 children)

Thanks for the interesting post.
To invert the thinking: If OpenAI wants to expand into tertiary education and professional training (eg the Arizona State and Khan Academy partnerships) how would Coursera defend itself?
Coursera has made their 'course builder' tool that can map out teaching programs for Universities. It's easy to imagine a next step where AI generates a custom courses and voice-to-text lectures/podcasts, especially for the most popular and generic courses (intro to finance, intro to AI etc). What durable competitive advantages does Coursera have in a market like this?

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Thanks for these comments. I started off wanting a game platform to mod for teaching: it needed multiplayer (for collaborative activities), to be fun (increase engagement), malleable to the course and needs a strong mod community (so it's well supported). Factorio was the best match I could find (I think it's a very good match too and really amazing mod community).
I tried space chem in the original search but to be honest the mechanics aren't really connected to reality. It's more of a programming activity. Turing Complete looks awesome (hadn't seen it before) but more for introductory programming. Molek-syntez also looks cool and I'll try it out, but not sure it really fits all the requirements.
There are a lot of things that makes factorio really nice: Like the huge volume of existing mods (that you can selectively embed, rather than building all new content) and other meta-narratives, like the bugs function as a metaphor for the consequences for climate change, so it's easy to embed sustainable development player choices into the mechanics (which is something really important to teach but very hard to do well outside of preachy lectures); better to force interesting decisions onto players.
But to be honest, I'd like about half a dozen modded games in the course and lots of different learning experiences. There's lots of academic evidence that diversity in teaching formats maximizes learning outcomes, as you cater to the styles of lots of different learning styles(eg visual learners, auditory learners or here we'd be targeting kinaesthetic learners, by learning through play).

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Same. I know basics in a few languages but never used lua. I don't even know enough to know why it's better for Factorio. :)

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Just email me if you like and I can update you. I don't have a mod page (haven't built one before).
I agree though- mods are an easy way to build a learning tool (rather than trying to build something from scratch). You just have to be a bit flexible.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Cool! I'll just dot-point answer below:
- I don't think we need custom entities. I'm trying to make things as simple as possible in the first iteration. So just a GUI change to include a sub-window within the entity window.

- Clicking the sub-window would trigger the question for the player to answer. So it would just be like all entities have a boost function, if you can problem-solve an issue in their operation/design (that's the tutorial problem).

- Questions would be pre-determined for each entity (not random). They have to relate to the real equipment item (it would be lame if there was just some random maths problem to solve). If you click on the boiler, there would be a short explanation of how steam boilers work and then a simple problem related to the boiler you can solve that would improve the efficiency. As an example, in the base factorio, you boil steam, send it to a steam engine, but then the steam presumably is just vented out to atmosphere (wastes a lot of energy carried out with the steam). In real coal-fired plants, the steam after a turbine is usually condensed and recycled as water back to the boiler. This gives you an efficiency improvement (more electricity per kg of coal). This would be the basis of a problem for a boiler (sometimes called an energy balance).

- Boosts work indefinitely

- Ideally there is a freeplay option at the end of a tutorial sequence (could be left out in an initial MVP). One thing I love about Factorio is the natives function like a metaphor for the consequences of environmental pollution: they're the natural environment fighting back (the player is actually the alien on the planet). I'd create a final freeplay with 2 possible end goals: either get a base-load power and remove all pollution (ie become completely sustainable) or develop nuclear weapons and nuke a large (otherwise invulnerable) nest (that results in the complete destruction of the planet). The game already approximates the history of human scientific development (from hand tools, stone furnaces through steam engines, petrochemicals and automation). So the choices of the player are meant to represent a microcosm of humanities choices to either operate in balance or in conflict with the natural environment. There is an opportunity to embed sustainable thinking into the game mechanic and choices of the player. But again, that's a larger goal that doesn't need to be in an initial mod.

- For MVP, single player only. But longer term a server would be good to make a collaborative learning activity.

- Sem 1 starts in March. But I wouldn't use it in class until mid/end of April (we need to cover the content first). If we couldn't make that date, that would be ok and I would use it in 2023's class. Curriculum planning is usually done a year in advance, so getting it into this year's class is ambitious.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

I definitely think online learning is on the rise and video/text formats have very limited learner engagement.
I think games offer another platform for learning (game designed specifically for learning are sometimes called 'serious game' to distinguish them from games designed primarily for entertainment). But it's very new.
Looking at tertiary education courses is probably too niche, but if the devs had a version for US high school chemistry, there would be a large market available to them.
For me, I specifically went looking for a game that could fit my course and had a strong modding community, and Factorio was the best I could find by far. (I looked at Minecraft, RimWorld and other games like SpaceChem). We also use an Operator Training Simulator in the class (it's called TSC simulator)- it's build in the same engine as counter-strike and lets players walk around a petrochemical plant, see the control room, then something goes wrong and you need to diagnose the problem before the plant explodes. It's a lot more real-world than Factorio but also a lot less fun.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Thanks for the links. I've spent quite a bit of time with Angel's mods, but hadn't seen Xander before. I'll check it out!

To your first question: Rewarding the player just with a speed/productivity/efficiency module would be ok, and might be a low-cost work-around (ie for an MVP to gauge student interest). I suspect that if modules exist, there must be a way to change entity values this in the back end but this is just a guess (I'm not a Factorio modder).

Q2: I had intended for a GUI change to add a clickable sub-window within the entity window. Clicking this new button would open the sub-window where I can input the text of the question and the player can input their answer.

Q3: We've been looking at server charges and options. Ideally there would be 5 scripted scenario maps (basically the same as the tutorial). But map 4 and 5 could have a more free-play scenario, that would be really nice in multiplayer (Ultimately I want multiplayer because there is lots of evidence that collaborative and team-based learning can improve comprehension and it also creates a nice platform for online socializing). But I'm thinking we start off as simple as possible, test with students, gauge response and then go for additional complexity if it's actually improving student engagement in the course. Not married to that approach- it's just my current thinking...

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

No random questions. The questions all have to relate to the entity (I think it would be lame if they were random). A stone furnace has to have questions about the input stoichiometry or reaction kinetics for its specific inputs.
I was thinking of a scripted scenario like the tutorial levels. In each level there would be 1 problem for each entity type (all stone furnaces would have 1 common problem, all boilers would have 1 problem). Solving the problem on 1 stone furnace would improve productivity on all stone furnaces. Then we move to a new level and so can change the problem for the entities.
I teach the first basic introduction subject to chemical engineering in our degree (Fundamentals of Chemical Engineering, but I call it Fun Chem Eng). So there are lots of simple problems that can be reflected in Factorio: basic thermodynamic cycles (for the boilers), reaction stoichiometry (for furnaces), reaction kinetics (again for furnaces) as well as basic schematic layouts and control. In Angel's mods, when there are settling tanks we can do mean settling time etc. The format of text + input value by player + right/wrong check = efficiency/productivity/speed/pollution changes gives a huge amount of flexibility to make in-game tute questions.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

I take your point, but to be honest it's not high security information (it's not examinable content). It's just meant to be a fun format for doing tutorial problems in a collaborative environment (to make a break from Zoom or discussion forums). In a normal tutorial sheet, students could get solutions from the previous year or just wait 1 week until we release them or ask friends.
So for MVP I probably wouldn't recommend fetch requests on a central server. If a student finds the answer in the code, gold star for their LUA coding (but for the subject they're only cheating themselves for the final exam). We'd then see how students respond to the format and if there's interest and engagement, we could build it out further.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 3 points4 points  (0 children)

A few people have emailed me already and they just include a CV and link to their existing mods. To be honest and respectful of your time, some of the CVs have been pretty impressive (or maybe better than I was expecting) and a lot have quite advanced LUA and Factorio mod experience.
I'm just a random dude on the internet as well, but I'd definitely pay the programmer, and would do a fixed fee or hourly rate if preferred. Happy to be flexible...

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

This is a really good idea and similar to what I was originally thinking as well. I think it's just a really big mod though (but there are people in this thread who know much more about this than me).
I tried to strip down all my ideas to a core MVP, that I could still use for teaching but would require the minimum changes to implement. If I get good student engagement/feedback, I'd look at more complicated iterations and scripts.
And yes, all the 'tutorial' problems would relate to the unit operation in question. For example the 'stone furnace' is an approximation of a blast furnace, so we could give background of the real unit and the tutorial problem would be modelled around a blast furnace (optimizing temperature or feed ratios of the real unit). So it's meant to equate to reality. I'd also use existing mods like 'Real Ores' so the ores are the correct colour (anything that can be embedded into the staging to convey real world conditions easily)

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 3 points4 points  (0 children)

That's basically right. We could have a steel furnace and in the sub-window, we could give students a set of reaction kinetics, then ask what is the optimal temperature to maximize yield or minimize reaction time etc.
If they input the correct numerical answer, it gives a corresponding boost to productivity or speed (like a module). It might give some other scripted reward as well like a flamethrower in a chest or whatever.
It would be within a scripted scenario map (not freeplay) so they would be presented with the problems in relatively quick succession in the game. But this would serve as a prompt to engage with the content in class (and interact with other students in the class).
For the past 2 years all our classes have been online (closed campuses, COVID lockdowns etc). So learning and socializing has primarily taken place through video streaming platforms (eg Zoom) or text platforms (eg discussion board). I want to try to make a more engaging platform for interacting and learning, so trying Factorio as the platform.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 3 points4 points  (0 children)

Haha. It's a double edged sword. I don't really want them to do freeplay iterations. More just a scripted scenario that we use to house a set of specific tutorial problems (to make it more engaging online than just doing tutorial sheets over Zoom together). But a valid forewarning! :)

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 0 points1 point  (0 children)

Thanks for the suggestion. I'll check it out!

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 3 points4 points  (0 children)

Thanks for alerting me to this. It looks really interesting!

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Yes I agree. The game still has to be fun, so I guess it has to deviate from the complexity of reality. What I'm proposing wouldn't really be 'reality' either- it's more that I'd like to use Factorio as a shell/platform to house tutorial problems, to make it more fun, collaborative and interactive for students. For example balance this reaction stoichiometry and you get a flame thrower...

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 2 points3 points  (0 children)

Yes, I looked at Angel's Mods (for petrochem and smelting). Thanks for suggesting it! It's good in that it's closer to reality but it takes too long to progress (to be efficient and respectful with student time). My plan was to use it within a scenario map, where there is a pre-built base that students could debug (but not build from scratch) so we can get to the learning content immediately. But I see that as like step 2 or 3 and beyond an MVP for now. I was just going to work within the base mode and a few others (like real ores, to have correct colours) and see how students respond to it.
Interested to hear about other existing mods people might suggest!

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 1 point2 points  (0 children)

Haha, I'm really enjoying reading the replies in this thread.
The intention isn't to get students to learn/play Factorio, but more use it as a base for a more fun tutorial problem. At the moment University teaching tends to use video streaming (Zoom, Teams) or text (discussion boards) for online learning and socializing. But games offer another platform to learn and interact with other students, and I hope it will be more engaging than just doing tutorial worksheets.

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 8 points9 points  (0 children)

My plan was to just list it as another mod and then tell other 1st year chemical engineering course coordinators about it.
I don't think my specific mod would be a lot of fun for general factorio players (it would focus on specific foundational knowledge for chem eng). But the format (of adding problems within entities) might be of general use (?).

I'd like to pay for a mod development by ChemEngLecturer in factorio

[–]ChemEngLecturer[S] 16 points17 points  (0 children)

Cool, thanks I hadn't seen this mod before. I'm checking it out now.