Title: games in the classroom Civilization III
1games in the classroomCivilization III
Kurt Squire University of Wisconsin-Madison Educ
ational Communications Technology Curriculum
Instruction
2Gaps in Research
- 0 published studies of learning through games
- What are people learning through games?
- How does game play remediate players
understandings? - How do students read game playing experiences
(Gee, 2003)? - What design features support engagement?
learning? - Competition, collaboration
- Reflection occurring through game play
- What supporting curricula are useful?
- What happens when computer games come into the
classroom? - How do games fit in the curriculum?
- Can players learn academic content through game
play?
3- Civilization III Potential
4World History
- 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
- History as global (Ross, 2001)
- Not Eurocentric
- Not National
- History as synthetic processes
- Broad trends
- Disconnected facts vs. Patterns across time
- Interdisciplinary History
- Economics, anthropology, geography (Diamond,
1999) - Embracing scientific methods tools
5Theoretical Framework Socio-cultural learning
theory
- Vgotsky Social processes ? tools and signs
Tools and signs
Mediation a process involving the potential of
cultural tools to shape action, on the one hand,
and the unique use of these tools, on the other
(Wertsch, 1998)
mediation
Objects
Subject
6Activity Theory
Mediation a process involving the potential of
cultural tools to shape action, on the one hand,
and the unique use of these tools, on the other
(Wertsch 1998)
Outcomes
Artifacts / Tools
Subject
Object
Division of Labor
Rules (formal and informal)
Community
7Contexts
- Media School
- Urban High School
- 18 Students
- 1 Teacher me
- Paid Researcher
- Grade 9 XY
- 1 hour enrichment class
- 3 X 6 weeks
- Additional camp week
- (4 hours X 5 days)
- Total 35 hours
- YWCA after school
- Working class urban
- 10 students, Grades 6-7
- 1 teacher (me)
- 1 paid researcher
- 2 ½ hour enrichment class
- 2 per week for 4 weeks
- Total 20 hours
8Methodology
- Teaching Experiments Framework (Cobb, 2000)
- Examine learning in authentic contexts
- Value messiness ? generate usable knowledge
- Focus on taken as shared meanings
- Case Study Methodology (Stake, 1995)
- Observation, interviews, document analysis
(Lincoln Guba, 1986) - Writing narrative case studies (100 pp each)
- Post interviews
- Illuminative accounts Yields petite
generalizations - Activity Theory analysis (Engestrom, 1996)
- Characterize activity system
- Identify contradictions and core tensions
9What Happened?
Why am I doing this?
Replaying History
This game isnt bademergence of game talk
Purposeful Game Play Recursive gaming
4
8
Day 1
12
17
10Results Engagement
- Students did not immediately have goals
- Gaming experience
- Race, gender, class politics
- Some students never did
- Students developed 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
- Rewriting history was a motivator for many
students - Transgressive Play
- Testing theories
11Civilization Camp
Gaming Culture
Unpacking the Simulation
Reflection
Interdisciplinary Connections
Presentations
2
3
Day 1
4
5
12YWCA Camp
Introductions
Adopting Goals
Social Gaming
Civ III as Simulation
Building Civilizations
Socially Mediated Play
Religion
2
3
Day 1
4
5
6
7
13What has we learned 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
14Engagement
- 1. Replaying history / transgressive play
- Oppressed people, Reverse history
- 2. Alternative histories
- Question driven, Civ III as simulation space
- 3. Building civilizations
- Protecting people
- 4. Beating the game
- Displaying identities as gamers
- 5. A race
- Social space
15Conclusions Learning
- Cursory background knowledge
- All had increased familiarity
- Minimally 233 game concepts
- Students asked many factual questions
- Students found the Civilopedia ineffective
- What is monarchy? Monotheism? Democracy?
- Teacher busy with just-in-time lectures (CTGV,
1992) - Taken-as-shared meanings
- Discovering Bering Strait and Greenland
- Colonial imperialism
- No horses in the Americas
16Questions
- Coastal fortresses
- mutual protection pacts
- the corporation
- Refining
- Espionage
- cavalry
- theology
- steam power
- free artistry
- Does threatening other civilizations had an
impact on diplomacy - What happened when the game ran out of names for
new cities - Can I stay at peace without having to give away
his money
17- Interviewer What else did you learn through
playing the game? - Marvin Inventions, the wheel, alphabet. Also
that war isnt always the way. - Interviewer Why?
- Marvin Because it doesntif you always wanted
to win it wouldnt be the outcome. - Interviewer Why?
- Marvin Something will happen it will turn on
you. Its like a strategy game. You have to know
when you want to do a move. You have to think
about it before you actually do it. I l learned
that the hard way. - Interviewer Oh yeah, how did that happen?
- Marvin I went to war with the Aztecs, and they
had a treaty with everyone against me. - Marvin Did you start the war?
- Interviewer No. They did because they threatened
me, and I said, No take your threats
somewhere else. - Interviewer Could you have signed a treaty with
the Aztecs? - Marvin No.
- Interviewer You had to go to war with them?
- Marvin Yeah. They were in a difficult position,
but I thought I was going to win. - Interviewer They made an alliance with everyone
against me. - Marvin What do you think about the United
States being in wars? Does it change your views? - Marvin Yeah. In modern times if you become
strongest nation out therethey should always
be peace. - Interviewer Why?
- Marvin War always leads to destruction and
lost armies.
18Learning
- Failure and learning
- Losing forced me to learn about geography
- The game made me realize I had to trade
technologies - Analysis in support of game play
- Which civilization should I be?
- Why is colonization not occurring?
- What is unrealistic about the game?
- World history as interdisciplinary
- The right location gives you luxuries which gives
you income. More income gives you technology
which affects your politics. It all connects. - Entrée into historical positionality
- Money is the key money is the root to
everything. With money you can save yourself from
war, and that also means that in politics you can
save yourself with money.
19Typical Timeline
Reflection
Introduction
Activities
Presentations
Game play
1
2
3
4
5
6
Day
20Typical Timeline
Introduction
Activities
Presentations
Reflection
Game Play
1
2
3
4
5
6
Day
Study games present findings
Reflection Comparison
Make maps Timelines
Choose Civilization
Students
21Typical Daily Activity
- Set up the game play
- Seed questions and observations
- Play the game
- Students record actions
- Teacher observe games
- Deliver just-in-time lectures
- Reflection Discussion
- Seed questions and observations
22Choosing a Civilization
- Using the game for discussion
- What factors lead to a strong civilization?
- Who were the first civilizations?
- What civilization would you like to play?
- Where would you like to be located?
- Introduce game
- Log sheets of activities
- Map out the world
- Homework Research ancient civilizations
23Ancient Civilizations
- What were the first civilizations?
- What patterns do you notice?
- River valleys
- Trade / commerce
- Introduce major game concepts
- Food, production, commerce, culture
- Record actions
- Map terrain
- Create log files
24Gaming Communities
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