Title: Replaying History:
1Replaying History Learning History through
playing Civilization III in Urban Classrooms
Kurt Squire Doctoral Candidate, Instructional
Systems Technology, Indiana University Games-to-Te
ach Research Manager, MIT Comparative Media
Studies
2Background Pirates!
3Modeling VSS Project
- Learning astronomy by building
- Solar systems
- Earth Moon / Sun
- From constructionism to modeling
- Asking questions
- Using model as tool
- Issues
- Technological ramp-up
- Interface issues
- Construction vs. Thinking
4Simulations PBL Activeink
We wanted something more like a game
5 6Gaps in Research
- What are people learning through games?
- SimCity 2000 and Oregon Trail are ubiquitous
- No published research studies of learning through
SimCity, Civilization, Rollercoaster Tycoon - How does game play remediate players
understandings? - Can players learn academic content through game
play? - What if a unit was developed using a commercial
game? - What practices are students engaged in?
- How do students interpret game playing
experiences? - How do games fit in the curriculum?
- What design features support engagement? learning?
7Appeal of Games in Education
- Intrinsic motivation
- Fantasy, control, challenge, curiosity (Malone,
1981) - Collaboration, competition (Malone Lepper
1985) - Choice in fantasy (Cordova Lepper, 1996)
- Games induce emotional investment
- Players develop robust systems-level
understandings (Squire, in press) - Replay what if scenarios
- Examine multiple perspectives
- Failure states lead to learning (Schank, 1994)
- Emergence of training games
- Military (Prenksy, 2000), Virtual U.
- Potential for scalability and sustainability
(Squire, 2002)
8Games in Social Studies Education
- Long tradition of social studies games research
- (e.g. Clegg, 1991 Wentworth Lewis, 1972)
- Experimental studies
- Typically fact acquisition models of learning
- Increased interest in learning activities (Ehman,
1991) - Few show increased learning
- Lots of no significant differences
- Weaker students perform worse in gaming
environments - Instructional context is critical
- Collaboration is important variable (Johnson
Johnson, 1986) - Set up and debrief as important as gaming
itself
9Limitations of previous research
- Over-reliance on experimental research
- Isolating instructional strategies
- What are people doing during the game?
- Ignoring social interactions in gaming
experiences - Not grounded in any theory of learning
- Little theoretical, practical rationale (Gredler,
1996) - No links to contemporary learning sciences
- Contextualization, metacognition, reflection
- No ties to pedagogical content knowledge
10Challenges in Social Studies Education
- Students lacking background narratives (Beck
McKeown, 1994) - Confusing basic facts
- Poor sense of time scale
- Making connections among historical events
- Misconceptions about domains
- Geography as collection of facts
- History as the study of nations and governments
(Loewen, 1995) - History texts received truth
- Stereotypes
- Critiquing scripted stereotypes (good guys vs.
bad guys) - Simple causality vs. complex narratives
- Overcoming notions of historical inevitability
11Issues in Social Studies Ed (cont.)
- Students hate history (Loewen, 1995)
- Least favorite subject
- Ahistorical thinking (Wineburg, 2000)
- Position artifacts in contexts
- Adopt other perspectives
- Critique social discourse
- Identity in learning
- Lived vs. school knowledge (Wertsch, 2000)
- Reject dominant narratives (Loewen, 1995)
12Disempowered Students
- REALLY hate History (Loewen, 1995)
- Rejecting dominant ideologies, narratives
- Power, race, class (Freire, 1977, Giroux, 1987,
McLaren, 1994) - Identity transformation
13Social Studies as Cultural Practice
- Inquiry is a social, cultural, and political
process - Not memorizing facts (Stearns, Seixas, Wineburg,
2000) - Not mastering heritage (Wertsch, 2000)
- Interdiscplinary
- History as disciplinary practice (Wineburg,
2000) - Thinking historically
- Local Histories
- Examining primary documents
- Communities of negotiation
- World History
- Patterns
- Interdisciplinary
- Embracing scientific methods
14Issues in World History
- History as global (Ross, 2001)
- Not Eurocentric
- Not national
- History as synthetic
- Broad trends
- Disconnected facts vs. Patterns across time
- Interdisciplinary History
- Economics, anthropology, geography (Diamond,
1999) - Problems of wholes and parts
- history is an emergent process in which a future
is more than the sum of what went before - More than the sum of local histories
15Civilization III as Mediating Artifact
16Research Questions
- Social historical
- What activity systems emerge through playing
Civilization III? - What meanings emerge as taken as shared
- Are there gender differences in game play?
- What practices do students engage in?
- Psychological
- How do students interpret the meanings of their
game play? - How do students create a context for their game
play? - What learning occurs through game play?
- Instructional
- What are the implementation issues when teaching
with Civilization III? - What additional instructional supports are
useful? - What can we learn about the design of educational
games?
17Contexts
- Media School
- Urban High School
- 18 Students
- 2 Teachers
- 9 XY
- 1 hour enrichment class
- 3 per week for 6 weeks
- Additional camp week (3 ½ hours per day for 5
days) - Total 35 hours
- YWCA
- Working class urban
- 10 students, Grades 6-7
- 1 teacher
- 2 ½ hour enrichment class
- 2 per week for 4 weeks
- Total 20 hours
18Data Sources
- Interviews
- Media School Teachers (3 X 1 hour)
- 16 Students (1X 45 minutes)
- Formal Informal interviews
- Performance tasks (maps, timelines, interpretive)
- Document Analysis
- Daily log sheets
- Notecards from exercises
- Saved game files
- Presentations
- Student inscriptions
19Curriculum
- Designed in collaboration with teachers
- Custom maps and scenario
- More accurate geography and civilizations
- Simplified game play
- Sped up game play
- Minor tweaks
- Supplementary readings activities
- More background on civilizations
- Civilizations vs. Barbarians
- Help sheets
- Voting on civilizations, mapping
20Civilization III
- 1. Set up the context.
- Play a civilization from 4000 BC to the present
day. - Think about which civilization you will be.
- What civilizations will stand the test of time?
- 2. Discussion Questions
- Who were the first civilizations? Where did they
start? - What factors contributed to their success?
- 3. Tie to homework
- Research which civilization you want to be and
why
21During Game Play
- Demonstrate the game. Show the basic game play.
- Record actions.
- Use the game as a way for gathering data.
- Compare data with other students
- Use for reports, presentations
- Review games as a group
- Observe students play
- Just-in-time lectures
- Encourage discussion
22After Game Play
- Ask Questions to the simulation
- Which cities have the most food?
- Which geographic locations generate the most
trade? - Which governments are the most efficient?
- Make presentations and defend.
- - Realism
- - Compare contrast games
- - Critique
23What Happened?
Why am I doing this?
Replaying History
This game isnt bad
Purposeful Game Play
4
8
Day 1
12
17
24Days 5-8 Replaying History
- Draw world map on white board
- Discuss historical starting points of
civilizations - Introduce real scenarios
- Hit on replaying history concept
- Student practices
- Mapping the world
- Fighting barbarians
- Managing city production, happiness
- Meeting and trading with other civilizations
- Key tension Guns and butter
- Confusion frustration
- Few self-sufficient players
- Unaware of year, government, or civ type
- Five students withdrew from unit
- Bored, confused, too hard
25Days 9-11 This game isnt bad.
- Shift in class morale and attitude
- Students start staying after school to play
- Differentiated goals
- Dan and Dwayne Rewrite history
- Rob Keep up with Dwayne
- Shirley, Larry Explore the globe
- Andrea Conquer and build
- Kevin, Larry Build a civilization
- Jason Master the game system
- Practices
- Studying geographical resources
- Trading technologies
- Building defense and waging war
- Key tensions
- Isolationism vs. Trade
- Controlled expansion over geography
26Days 12-17 Social Game Play
- Large number of students hooked
- Students regularly stay after class to play
- Most students ask factual questions
- What is monarchy?
- Why is colonization not occurring?
- Most students monitoring 1 or more games
- Beginning of recursive play
- Losing due to technological, military,
financial decisions - Trying different theories
- Analysis activities (Whats unrealistic about the
game) - Simulated system vs. Scripted events
27Days 12-17 Purposeful Play
- Game Practices
- Negotiation of peace
- Trading technologies and luxuries
- Reading Civilopedia
- Asking about game concepts
- Game Tensions
- Do I go to war for luxuries?
- Where do I expand (colonization)
- What happens when I contact other continents?
- Key taken as shared moments
- Discovering Bering Strait and Greenland
- Colonial imperialism
28Days 12-17 Purposeful Play
- Struggles over territory
- Reliving geographical conflicts
- Geography as a tool
- Global alliances
- Questions about game concepts
- Religion, governments
- Simulation and time 1492 passing by without
colonization - Students playing multiple games
- Most on 2nd and 3rd games
- In the 1800s and 1900s
- Amber avoids going to war
- Increased frustration (a good thing)
- Some students confused
- 3-4 still very confused
- Others have big questions
29Civilization Camp
- 5 Students
- 15 hours of play time
- Goal Present what you learned to peers
- Increased lectures
- Models vs. Simulations
- Historical assumptions of Civilization III
- Geographical determinism
30Civilization III Camp
- More relaxed, informal culture
- Jokes, awareness of games
- Community of practice emerged
- Increased questions
- Whats a frigate? Whats a marine?
- More collaborative play
- Longer turns
- More experimental play
- Im playing in order to study the importance of
Geography - Exploring the editor tools
31Civilization Camp Presentation
- Students brainstormed key learning points
- Compiled points on post-its
- Cities flourish in river valleys
- Isolationism hurts technological development
- Your geography, economy, and foreign policy are
all interrelated - Organized into themes
- Presented to class
32What has Civilization taught us about history?
- No matter how history play out in the real world,
it plays by the same set of rules. - How resources affected civilizations in the past.
- Why how colonization happened
Dujuan
33YWCA Camp (in brief)
- Students all focused within 1 day
- Group of girls played collaboratively
- Leaders in the class
- Contest over who could last the longest
- Interested in each others social networks
- Fashion of leaders very important
- James read the game off of history
- Brought books to class to cheat
- Tested theories of military power through the
game - Learned that war doesnt pay
34Post-interview findings
- Increased familiarity with facts timelines
- Deeper understandings of factors leading to
colonization - Understanding of connectedness across disciplines
- Students interpret game experiences
- Native Americans did not colonize for cultural
reasons - Why is New York City bigger than Boston?
- None mentioned geography
- 8/8 mentioned immigration
- 5 / 8 Centers of trade
- What role were you in the game
- No historical analog
35Activity Theory Analysis Contradictions
- Days 1-8
- Learning to play the game vs. learning social
studies - Civilization III as seductive vs. imposed object
- Days 9-17
- Succeeding in the game vs. reflective game play
- Teacher as game resource vs. Teacher
- Camp
- Civilization III as game vs. educational tool
36Activity Theory Analysis
- More tools, resources, collaboration
- Implications
- Set aside time for studying other games
- Have student create maps and resources related to
game play - Presentations on Civilizations
- Game play as a vehicle for inquiry
- Bragging about civilizations
- Writing histories of civilizations
37Implementation Findings
- Implementation findings
- Civilization III was feasible in educational
settings - 50 minute time periods were problematic
- Required several hours for students to learn to
play the game - More structured supports are necessary.
- Most students did not immediately develop goals
- Students had different motivations for playing
- Building, exploring, warring, testing theories,
socializing - Transgressive Play
38Findings
- Geographical game concepts were tools for
discussing games - Peninsulas, islands, Gaza Strip, Nova Scotia
- Teachers and students language reappeared in
interviews - Isolationism, strategic resources, horses in N.
America, infrastructure, - Some students developed systems understandings
- You cant separate geography from politics from
history - Failure, when attributed to students own choices
was a powerful motivator and teaching tool for
students - Losing forced me to learn about geography
- The game made me realize I had to trade
technologies - Learning through game play is an interpretive
process - Students tested their game experiences against
real world - 8/8 responded that role of president was
unrealistic - Civilization III mediated players understandings
of history - No matter how it plays out, history plays by the
same set of rules.
39Implications
- Simpler games for easier integration
- Implicit tension between game learning
- Redesigning learning activities to be in service
of game play - Sharing / communicating game exploits
- Expanded models of motivation in digital game
play - Sharing experiences, artifacts, communication,
and socializing - Social networks
- Transgressive play and fantasies
- Failure in game play can be a compelling means of
fostering motivation and learning. - The medium is the message.
40Next Steps
- Publishing scenarios with Scholastic
- Developing an educational version of the game
- Bundles of games and materials
- Creating teacher materials
- Creating a network of teachers using games
- Self-organizing model
- Roller Coaster Tycoon, Sim City
- Sharing lesson plans, case studies
- Teacher workshops through PBS
- More controlled research
- Experimental studies, comparisons
41Next Steps Games-to-Teach Project
- Microsoft / MIT Comparative Media Studies
initiative - Designing developing next generation games
- 15 Conceptual prototypes
- 4 in development
- Strategic partners CMU, PBS, game developers,
textbook publishers - Games in development
- Supercharged - Physics (PC)
- Environmental Detectives - Environmental Science
(Pocket PC) - Colonial Williamsburg Online History (Networked
PC) - Hot Zone Emergency First Responders (PC)
42Questions
- Kurt Squire
- ksquire_at_mit.edu
- Games-to-Teach Project
- http//cms.mit.edu/games/education/
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47Electromagnetism Supercharged!
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50Environmental Detectives
Computer simulation on handheld computer
triggered by real world location
- Combines physical world and virtual world
contexts - Embeds learners in authentic situations
- Engages users in a socially facilitated context
51Drilling Wells
Dig Wells
Collect Data
Wait for Readings
52Other Simulation Events
- Triggering of media events at specified locations
- library ?
- web documents
- machine shop ?
- video interview
- Racing virtual players
- Sharing and interpreting data with team members
53Game Extensions
- New Adaptations
- Customize location, toxin, etc.
- New Dimensions
- Played across entire city
- Played across months or weeks
- Altered Spatial Scale
- Entire building represents human body
- New Domains
- Historical Simulations
- Walking the freedom trail
- Epidemiological Studies
- Tracking disease through population
- New Tools
- Authoring your own AR Simulations
54Questions
- Kurt Squire
- ksquire_at_mit.edu
- Games-to-Teach Project
- http//cms.mit.edu/games/education/
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57Approaches to Social Studies Education
- One best story (Seixas, 2000)
- Passively receive one true narrative
- Bears little resemblance to historical practice
- Produces apathy and resistance (McLaren, 1992)
- History frequently least favorite subject
(Loewen, 1995) - Often rejected when conflicts with lived
experience (Wertsch, 2000) - Purpose of social studies education
- What is it to think historically (Wineburg, 1999)
- College students vs. College faculty
- History vs. Heritage
58Disciplinary Thinking
- Participating in communities of inquiry (Dewey,
1938 Green, 1994 Barnett, et al., 2000) - Identifying and solving research problems
- Gathering or consulting primary data
- Constructing arguments
- Negotiating meaning
- Few examples of theory in practice
- Balancing content and process
- Student resistance to thinking historically
(e.g. Barnett, 2000) - Reifies power relationships, privileges certain
modes of expression, can marginalize groups
59Critical Approaches to Social Studies
- All history is political
- History is used to reify power relationships
- Social studies is the liberation of the oppressed
(Friere, 1979 Giroux, 1986 McLaren, 1991
Spring, 1984 Zinn, 1992) - Identity is critical to social studies learning
- Multiplicity of narratives, experiences
60Social Studies as Cultural Practice
- Inquiry is a social, political process
- The value of an approach to inquiry can be
understood through the consequences of its use
(Dewey, 1938) - Narratives that do work
- Meet social and cultural aims
- Make indeterminate situations determinate
- Recognizes limitations of disciplinary boundaries
- Examines consequences of social studies education
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62Approaches to Social Studies Education
- Mastering one true story (Seixas, 2000)
- Bears little resemblance to historical practice
- Produces apathy and resistance (McLaren, 1992)
- Often rejected when conflicts with lived
experience (Wertsch, 2000) - Disciplinary approaches to history
- Engaging in authentic historical practice (Barnet
et al., 2000) - Collaborative Communities of Inquiry
- Learning to think historically (Wineburg, 2000)
- Critical approaches to social studies
- Social studies is the liberation of the oppressed
(Friere, 1979 Giroux, 1986 McLaren, 1991
Spring, 1984 Zinn, 1992) - All history is political
- Identity is critical to social studies learning