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Replaying History:

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Title: Replaying History:


1
Replaying 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
2
Background Pirates!
3
Modeling 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

4
Simulations PBL Activeink
We wanted something more like a game
5
  • Insert sim city slide

6
Gaps 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?

7
Appeal 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)

8
Games 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

9
Limitations 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

10
Challenges 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

11
Issues 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)

12
Disempowered Students
  • REALLY hate History (Loewen, 1995)
  • Rejecting dominant ideologies, narratives
  • Power, race, class (Freire, 1977, Giroux, 1987,
    McLaren, 1994)
  • Identity transformation

13
Social 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

14
Issues 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

15
Civilization III as Mediating Artifact
  • Social Studies
  • Civilization III

16
Research 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?

17
Contexts
  • 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

18
Data 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

19
Curriculum
  • 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

20
Civilization 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

21
During 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

22
After 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

23
What Happened?
Why am I doing this?
Replaying History
This game isnt bad
Purposeful Game Play
4
8
Day 1
12
17
24
Days 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

25
Days 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

26
Days 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

27
Days 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

28
Days 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

29
Civilization 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

30
Civilization 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

31
Civilization 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

32
What 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
33
YWCA 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

34
Post-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

35
Activity 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

36
Activity 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

37
Implementation 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

38
Findings
  • 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.

39
Implications
  • 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.

40
Next 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

41
Next 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)

42
Questions
  • Kurt Squire
  • ksquire_at_mit.edu
  • Games-to-Teach Project
  • http//cms.mit.edu/games/education/

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Electromagnetism Supercharged!
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Environmental 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

51
Drilling Wells
Dig Wells
Collect Data
Wait for Readings
52
Other 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

53
Game 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

54
Questions
  • Kurt Squire
  • ksquire_at_mit.edu
  • Games-to-Teach Project
  • http//cms.mit.edu/games/education/

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Approaches 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

58
Disciplinary 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

59
Critical 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

60
Social 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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Approaches 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
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