There is little literature on pedagogical practices surrounding
travel demand modeling. Most transportation planning and engineering
programs cover the topic (Zhou and Schweitzer
2009), but it was not even included on a semi-regular survey of
transportation faculty regarding what they consider the most important
topics in introductory courses (Turochy
2013).
There is, however, a long history of pedagogy around teaching through
simulating real-world activities undertaken by practitioners, rather
than through one-to-many classroom instruction. This is most well
established in the medical field, with positive outcomes for student
learning (McGaghie et al. 2010).
Simulation activities are widely used in transportation engineering
instruction (Hurwitz et al. 2015), and
research on active learning techniques in transportation engineering
goes back decades (Weir 2004). Simulation
activities in planning have a similarly long history (e.g., Meier and Duke 1966).
Effective simulations as an educational tool often take the form of a
game. Solving transportation challenges is one of the recurrent examples
in the foundational book on gamification in education, Clark Abt’s
Serious Games (Abt 1970). More
recently, physical board games have been used to teach transportation
planning using both popular-press games (Huang
and Levinson 2012) and purpose-built educational games (Paget-Seekins 2021).
Computer-based simulations have rapidly become ubiquitous in
transportation engineering education (Hurwitz et
al. 2015). Liao, Liu, and Levinson (2009) built a web-based traffic simulation tool
to help students experiment with signal timing practices. The
interactive A/B Street traffic-simulation software has likewise been
used in undergraduate courses at Arizona State University (Carlino, Li, and Kirk 2024). An economic
simulation of airline operations has also been applied to help budding
engineers understand airline operations (Luken et
al. 2011).
Computer-based simulations have also been applied in planning,
although perhaps less frequently. Simulations in planning classrooms
often take the form of commercial planning games, such as SimCity or
Cities: Skylines (Gaber 2007; Khan and Zhao
2021), likely due to less funding for purpose-built simulations
in planning as opposed to engineering. A significant challenge with
commercial games is that they are intended primarily for entertainment,
and thus may oversimplify or even modify system dynamics to support
enjoyable gameplay rather than educational outcomes (Gaber 2007; Walker 2009). The advantage is that
commercial games are more likely to receive significant upfront
investment as well as continued support, a significant problem with
games developed for educational purposes (Söbke,
Harder, and Planck-Wiedenbeck 2018).
Public education and communication are another arena of planning
where gamification and simulation have been deployed. The Future
Energy Chicago exhibit at Chicago’s Museum of Science and Industry
engaged participants in a several-hour, facilitated game to improve
energy outcomes. Survey data suggests that the game improved some
aspects of willingness to conserve energy (Applebaum, Price, and Foster 2021). The
CityScope platform provides a hands-on physical environment wherein
members of the public can make land-use changes to a Lego model of a
neighborhood and see computer simulation output regarding transport and
energy consumption in real time (Alonso et al.
2018). The CoAXs platform allows meeting participants to see how
proposed Bus Rapid Transit routes would affect their ability and the
ability of other citizens to reach key destinations, and was found to
support improved learning and discussion outcomes among participants
(Stewart and Zegras 2016; Stewart 2017).
All of these simulations are perforce somewhat simpler than might be
used in a classroom environment, since they target the general public
rather than future practitioners.
Teaching travel demand modeling differs from other places where
simulations have been deployed in transportation education. Travel
demand models are themselves simulations of complex urban systems.
Applying them in a classroom environment does not demand developing a
new simulation. Rather, it means simplifying the existing structure of
demand models to create one suitable for students with only a
rudimentary understanding of the theory and mathematics involved.
The only travel demand modeling software designed specifically for
education I am aware of is the now-defunct Agent-Based Demand and
Assignment Model (ADAM) software (Zhu, Xie, and
Levinson 2011). ADAM implemented a simple agent-based model for
transportation education. This model focused on a network assignment for
simple networks; it started with production (workers) and attractions
(jobs), and students modified the network to reduce congestion. Likely
due to computational limits in place at the time, it worked with a very
simple network of only 24 nodes and 68 links.
I focus on the ubiquitous four-step model in my introductory courses.
The four-step model was one of the earliest travel demand models
developed (Weiner 2013; Federal Highway
Administration 1977). While it has come under significant
criticism lately (Mladenovic and Trifunovic
2014), it remains in common use. Many large regions have
transitioned to more modern activity-based models, but many smaller
regions and even some large ones continue to use the four-step
model.
This
work © 2026 by Matt
Bhagat-Conway is licensed under
CC BY
4.0

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