We used the last 10 minutes of class to brainstorm ideas for their presentation. I suggested dividing the presentation in several sections: (a) Things you could learn about geography; (b) Things you could learn about foreign relations; (c) Things you could learn about history; (d) Things that are not realistic about the game; (e) Things we would change in the game; and (f) Other activities that could help you learn world history.45 I mentioned globes as an example, pointing to Dwayne’s problems finding Japan on the map and suggesting that using globes might be helpful for learning and game play (other activities to help learn world history). I tried to model this idea and draw on Dwayne’s interest in Japan. I used the globe to explain how, in 400 AD, immigrants came to Japan from China. I suggested that they could alter the starting civilizations, adding Japan if they liked (ways to change the game). I asked if there were any other sections that they wanted to have, but students had no suggestions. I encouraged Chris, who had played as both the Egyptians and the Aztecs, to compare the experiences. “Egypt had a lot of gold.” Students were silent, and the class ended. Tony was the most intellectually curious student at this point, offering several thoughts that we would build on later. Otherwise, it was evident that I would have to guide students through the presentation more heavy-handedly if we wanted to finish by Friday.
DAY 3: What Did we Learn?
By Wednesday, an informal gaming culture began to emerge. Kent, Chris, and Norman oscillated between playing games and playing with the editor. Norman was quiet most of the day and seemed to want to be left alone, so the students and I respected this wish. There was quite a bit of joking today and game play was peppered with random commentary from other players and jeering from across the room. We also started working on the presentation today, which marked the first time that students began to reflect explicitly on the viability of Civilization III as a tool for learning world history. Students were now entering the late industrial / early modern age, bringing new challenges.
Entering the Modern Era and Testing the Game System
While Kent and Norman experimented with the editor, Dwayne and Tony continued playing their civilizations, which were now entering the modern era. Dwayne wanted to wage war on the Chinese (continuing his Japanese / Chinese fascination) and went about finding ways to attack China from Africa. Dwayne discovered flight (as did Tony) and was busily conducting espionage missions on other civilizations (as was Tony). Dwayne asked me about marines. I explained that marines could launch amphibious attacks as in the movie “Saving Private Ryan.” I encouraged Dwayne to look in the Civilopedia, and he spent the next several minutes looking at military units. He even started up a very slow computer next to his desk so that he could read the Civilopedia in between turns. Dwayne called out, “They [the game] have tanks!” and asked me if tanks bombarded or attacked. I was surprised that he had a conceptual understanding of the differences between bombarding and attacking. He continued, “I think I’m about to take over the world. I have fighters and bombers, man. I’m beautiful. Can I send them across the sea?” After learning about aircraft carriers, Dwayne decided that he would use carriers to dominate the world. “I don’t see any of y’all building carriers,” he taunted. He sold gems to other civilizations to finance his military. For Dwayne, the game was largely a military struggle at this point, although he was using understandings of other systems to build his military. Now that Dwayne was wrapped up in the game, he also found the Civilopedia a valuable resource, and enjoyed learning about military technologies.
Tony was also being dragged into war. The Russians settled in South America next to his expanding empire and the Celts landed in Nova Scotia. He had reduced corruption in his South American cities and was excited about trading technologies with them, but he was concerned that the Russians might attack his fragile South American settlements. Tony and I studied his civilization carefully, examining his cities and creating a strategy for defending both continents at once using harbors and railways, which would also increase trade. Soon the Celts began building cities in Nova Scotia, which frustrated him. He considered attacking the Celts out of sheer curiosity as to how the other civilizations would react. Testing the game’s political system intrigued him, but he certainly did not want to give up his game, which he was quite invested in.
Chris (Iroquois) was in the year 1990, and rapidly approaching the end of the game. Seeing that a victory was unlikely, Chris quit his game and started another as the Egyptians in order to compare how different geographies affected the growth of a civilization how that, in turn, affected the game. He asked several questions about specific terrain types, such as the jungle, the sea, and the ocean, how they affected a city’s production, and how bonus resources (i.e. fish, dolphins, and whales) affected the base rate of production. For the rest of the period, Chris played his new game in order to “analyze how geography affected the growth of his civilization.” Although Chris’s game play was driven mostly by game concerns as opposed to historical ones, his interest in using the game as a simulation to compare the role of geography in shaping civilizations surprised me, as it took on an almost scientific quality.
This spirit of curiosity could even be found in Kent’s play on his newly modified game scenario. Kent made his warriors extremely powerful, created ironclads that could fly, and loaded his territory with gems, furs, iron, and horses. Kent later realized that even with his bonuses, he was not all-powerful. Units on horses could outrun him, and other civilizations could steal his resources. Kent asked me more questions about how I modified the game for the class. I explained how I took horses out of North America since the Native tribes had to fight the Europeans without horses. I also explained how I disadvantaged the Iroquois, Bantu, and Aborigines to model how they probably did not have large settlements in 4000 BC and how I advantaged the Babylonians as they were probably the oldest civilization. Kent listened intently, apparently interested in the interplay between game design and emergent phenomena.
Brainstorming What We Learned
At 9:45, we began brainstorming for the presentation. Because turns were taking so long on these slow computers (often 30 seconds per turn), they could keep their games going during the discussion and participate in between turns. No one was close to finishing their game and students only had five hours of class time left, so I tried to squeeze as much game time as possible. I went around the room, asking students what they thought were most important discoveries and events in the game. I started with Tony.
Kurt: Tony, What were the most important discoveries or events in your game?
Tony: I discovered that all the barbarians went to Australia.
Kurt: Why was that important?
Tony: It’s important because, well, it just seems interesting that they would all be in Australia.
Kurt: Any discoveries inventions, or resources?
Tony: Invention. Democracy.
Kurt: To me it seemed like your trading technologies were big. Is that true?
Tony: Yes, that and being rich.
Tony approached the question as an academic one, answering in terms of what was the most important thing he learned through the game. Of all the students, Tony was the only one to examine events emerging from the simulation and describe them as “interesting” or worth considering in terms of what they could teach us about history.
I questioned Dwayne about his game, but Dwayne was very reluctant to participate in the conversation. He talked about the importance of flight, amphibious mobility, dyes, and rubber in his game, but these were all recent discoveries, the consequences of which had not played out yet. These comments seemed to function more to brag about what he had accomplished than to reflect on what was actually important in his game. As before, Dwayne was reluctant to talk about his game unless it was asking me questions or bragging to his classmates.
I moved on to Chris, who, perhaps not surprisingly, described the role of geography in his game.
Kurt: Chris what are your most important technologies, discoveries or events?
Chris: Well, the game depends on where you’re sitting.
Kurt: Ok, geography. Give me an example.
Chris: In Egypt you become rich because their geography has a lot of gold.
For Chris, the most important discovery was no particular invention or discovery, but rather that the game was fundamentally about the interplay between geography and the evolution of civilizations. Chris’s gaming had become a study of how geography affected the growth of civilizations. Chris was picking up on the materialist orientation of the simulation and beginning to systematically unpack how geography affected particular civilization.
Norman’s game play, in contrast, was still relatively simplistic. In part, this was because he faced frequent computer problems and was often starting over. On the other hand, he also wrestled with some of the most basic issues. such as defending a city against barbarians or maintaining domestic peace.
Kurt: Norman, what was important in your game?
Norman: Barbarians.
Norman seemed reluctant to participate, so I reframed the question.
Kurt: Do you have advice for someone playing the game?
Norman: Build a good defense. Build spearmen early.
Kurt: How about where you built your cities?
Norman: I often tried to build them around animals, gold, near water.
Kurt: What would it do? Why build cities near water?
Norman: Because of fish. There is usually food around there to hunt.
For Norman, the game was mostly a management simulation. He described the things he learned as “How to spend and save money and what technologies you should discover first because some might be more useful in the end.” He thought that winning was a matter of discovering the right technologies. He attributed his losses to not building enough spearmen or not pursuing technologies other than navigation and falling behind as a result. He explained that the game was good for learning how to manage civilizations, particularly tax rates.
I asked Kent what he discovered. Kent had not yet had much success and was reluctant to analyze how his game went.
Kent: I didn’t discover things. They did. I lost.
Kurt: What would you have done differently?
Kent: Technologies. Gotten more technologies.
Kurt: What about geography? You put those horses and gems on your map.
Kent: The gems I put in so I could sell them.
Kurt: Any other lessons you learned in the game?
Kent: Location is important. Playing in America was easier.
Kent acknowledged the role of technology in his games, particularly his own lack of it. I prompted him to think about the connections between his geographical location and his technological production, hoping that he will discuss the growth of his civilization or perhaps the importance of trading. His only response was that he had put gems in the game territory near his civilization in order to sell them, suggesting that he was not making any deep connections between these systems. He was able to explain how starting in America was easier, perhaps due to fewer competing civilizations. In this discussion as in earlier ones, however, it was evident that Kent was making few connections among variables or systems of variables.
I still felt like students were not digging deeply enough into some of the intellectual issues their games raised, so I rephrased the question in terms of lessons that they learned through the game. I asked, “What lessons have you learned? What strategies would you tell someone if they’re playing the game?” Immediately, students came up with some common rules of thumb.
Tony: Make as many roads as possible. Helps with traveling.
Chris: Always put 2-3 defense in every city.
Tony: Yes, protection is a key.
Kurt: Dwayne, how about you?
Dwayne: I don’t know.
Kurt: Anything about science?
Dwayne: No.
Kurt: What do you build in your cities?
Dwayne: I don’t know.
Kurt: Tony, you mentioned keeping a good bank account.
Tony. Yes, being filthy rich is fun.
Dwayne: I’m getting 200 gold per turn. (Tony ran over, curious about how Dwayne could earn so much money). It’s good to build up your money for when you get espionage so you can steal technologies rather than trade.
Dwayne was now silent during discussions, even antagonistic toward the researcher. When I tried to reframe the question toward economics, he seized the conversation in order to display how much money he had earned.
Discussion with students flowed much better when it emerged organically with their games serving as a starting point and then building into issues of what worked for them and, from there, generalizing up to more abstracted principles. Tony described how he was building roads in one term because of increased efficiency now that he was in democracy and had discovered advantageous technologies. "Laborers work better under democracy, and technologies like replaceable parts help.” I was surprised that Tony could give this description so readily – he had combined information on democracy that he had read in the Civilopedia with my discussion of replaceable parts earlier in the week, and could now spontaneously use it to make sense of his game.
I decided to push along the presentation, as I was nervous that they would lose interest in this part of their activity and not work on it at all.
Kurt: I am going to help us set up the presentation. If we can get five things about geography, five on politics, five on history, and so on, then I think we will have the presentation. Are there things you learned about geography?
Dwayne: Cities flourish around oceans.
Tony: Yes, definitely.
I wrote down this comment on a post-it note and stuck it on the board.
Kurt: How about biases in the game?
Kent: What do you mean? (Rest of class is silent).
Kurt: One big bias I’ve heard is that it’s biased toward technology. Because if you have technology, you end up winning the game, because you have money, technology and military. But that leaves out art and religion which aren’t as important in the game. Another bias might be as a ruler you can do whatever you want. As a president can you make all of these decisions?
Tony: No.
Kurt: So a bias may be that it assumes that it would ever be possible to have this much control over a civilization.
Although students were mastering the game controls and exploring the game as a system, few could begin critiquing the simulation for its underlying biases. I raised examples, hoping that students would latch on to these predispositions built into the game and discuss them further, but conversation ended.
Game Talk and Engagement
Tony and Dwayne collaborated on their games. They examined the civilizations in one another’s games, discussed other civilizations’ income and technology, analyzing which had what kind of income and technology. Dwayne asked Tony, “Should I go with computers or what?” Tony nodded. Meanwhile, he was skimming the options of what cities he could build, pausing to admire the Hoover Dam. Tony noticed that the Celts just built a city in his territory. Chris encouraged him to go to war, although Tony wanted to spare the Celts.
Chris: Bomb them.
Tony: They’re just building little towns.
Chris: Hello! They may be little towns, but they could grow.
Tony: Who cares? They’re real people, man.
Chris: Is that the Celts?
Tony: I am stronger than everybody.
Chris: Espionage! Oh my God, you have espionage!
Dwayne: Why deal when you can steal? Steal technology from all of them.
This interaction shows several things about the culture that emerged. First, students display familiarity and comfortability with one another; they feel free to agree, disagree, make requests, or debate each other’s claims wholesale without embarrassment or fear. Second, an intellectual discourse emerged among them, one that including publicly and collaboratively analyzing problems, asking for help, and negotiating out solutions. Here, Tony shows concern for the Celts, declaring that they are “real people” and deciding not to bomb them, before engaging in some braggadocio about his strength. Chris is both mocking and appreciative, first riding Tony for being afraid to attack the Celts then appreciating Tony’ technical superiority. This interaction also demonstrates how shared game strategies emerged. Here, for example, using espionage emerged as an ideal strategy for avoiding war while still remaining technologically dominant.
Still Learning the Game
As games entered the modern era, still more questions arose. These ranged from the conceptual (e.g., What are barracks, catapults, the Colossus, the attitude advisor, treaties, libaries, city improvements, the forbidden palace, embassies?) to deeper questions about the game system (e.g., How does the artificial intelligence work?). Dwayne was particularly interested in understanding the game system. He wanted to know how the industrial production, food, and culture systems worked in detail. We discussed how to build city improvements (e.g., factories, power plants), and cultural improvements (e.g., temples, libraries, cathedrals) and increased food capacity (e.g., irrigating, harbors). I tried to foster more student-to-student help, but a few still had a fairly flimsy grasp of the game concepts. In a few instances, however, students were beginning to develop theories about the game and concepts more generally and were beginning to articulate and defend their theories about specific aspects of the game. Chris and Tony, for example, launched an extended debate of the merits of building embassies.
DAY 4: Building the Presentation and Making Interdisciplinary Connections
I managed to arrive on time today, but again, lost the first half hour of class to fighting computer problems. A teacher was using one of the computers he had lent to our group, so we had to find one for Norman. Eventually, we just sent him down to the computer lab on his own. Because we could not get Norman’s saved game to the lab, he had to start over for yet another day. In post-interviews, Norman commented that he enjoyed playing Civilization III, and didn’t even mind losing the game, which increased his interest in the game “kept wanting to win every time (I lost) until like the tenth time, and then I just had enough.”
Reviewing the Underlying Game Variables
An hour into class, I called students’ attention to the front so we could continue brainstorming for the presentation. Today we specifically discussed the rule set behind Civilization III as a simulation. Students quickly identified the three main variables (food, resources, and commerce) and even Kent was able to join in the conversation. Next, we discussed factors affecting these basic variables. Students quickly identified that irrigation and geographical location affected food production. Through playing as different civilizations, students knew that river valleys generated the most food, and tundra the least. Perhaps not surprisingly, the students had clearly picked up on the three main variables behind the simulation and understood the factors affecting food production quite clearly.
I turned the conversation to production (represented by shields). We had not talked much about shields, and not surprisingly, they had little sense of what affected their production.
Kurt: Where were your cities that had the most shields?
Chris: The ones that had a lot of luxuries?
Kurt: Check one of your games. Who had a city with a lot of shields?
Dwayne: Mine.
Kurt: What made them have the most shields?
Dwayne: The ones with roads.
Kurt: I think you’re thinking trade. To affect shields, you want to build factories, coal plants, or mines. Whose cities made stuff the quickest? Where are they located? (There were some mumbles). Take a look at your cities.
Kent: Mountains.
Norman: You’re wrong. (We went to Kent’s game).
Kurt: Look – where do they come from?
Kent: Mountains.
Kurt: See Kent was right, forests, mountains and hills. Trade. Where did that come from? Where are your cities that are rich? I bet you guys know this one. Think back. When you were Egypt were you poor or rich?
Kent: Rich.
Kurt: Why?
Kent: I was near water.
Kurt: People trade along the water. How can you make more trade?
Tony: Build roads…they also help you move faster.
I closed the discussion with a small talk about superhighways, discussing about how they enable commerce and comparing the experiences of students with lots of roads to the experiences of students who had few. Even though I had mentioned the four game variables in the abstract at the beginning of the term and students had been interacting with them throughout the unit, the factors contributing to these variables (particularly shields) were still opaque. Students were far better at understanding parts of the simulation model that were depicted visually and had an immediate impact on their game play. They understood how roads and airports affected movement and they knew which cities grew quickly and which ones generated trade, but they didn’t grasp yet the interdependencies between these two features.
Cultural Influence
Lastly, I brought up culture. Students had even vaguer notions about what contributed to their civilizations’ cultural influence.
Kurt: The last is culture. What is culture? What things lead to culture?
Tony: Just about everything.
Kurt: Does geography?
Tony: In some ways.
Kurt: How?
Tony: I forgot. (Five seconds of silence).
Tony, who was very aware of the materialist orientation of the game, guessed that geography had an impact on culture. In reality, culture was the one (and probably only) thing in the game not affected by geography. I explained how culture (as a game variable) is a distinctly human variable, and that the game simulated culture through structures and wonders, which biased the game against cultures that did not build large permanent structures. Students did, however, understand the impact of cultural influence on the game play.
Kurt: If you have an influential culture, does it help, does it hurt?
Tony: You can win the game.
Kent: Your territory expands.
Kurt: Excellent. It makes people happier, and sometimes it makes other people join your civilization.
Tony: Culture flip?
Kurt: Right. So that’s how the game works. Your cities make four things: food, shields, trade, and culture. And the whole game grows out of that.
Students’ notions of culture were tied closely to those game functions that they used most often. No one could say what culture was or what in the game led to culture, although each of them knew the effect of culture on their game. Tony even recalled “culture flipping,” the term we used for when a city’s residents were impressed by another culture’s influence and switched to another culture.
I was a little surprised, however, that students did not infer more about the underlying simulation. Their ensuing questions then reminded me of how little background knowledge some brought to the unit.
Norman: Is North and America and South America considered the same continent?
Kurt: No.
Norman: Doesn’t a bridge separate them?
Tony: I don’t think they’re connected.
Several things about this conversation surprised me. First, it was curious that Norman did not know that North and South America were separate continents and that he thought that there was some sort of bridge between them. I was also surprised that Tony, who had been playing on North America and traveling to South America all week, believed that they were not connected at all. It reminded me that, if the game could minimally help them learn new social studies vocabulary, even that might be an academically valuable experience for many of them. I explained what continents were and gave a brief explanation of the Panama Canal. I used their games to show how they could build a port connecting the Atlantic and Pacific Oceans.
The Cold War Revisited or Always Beware of the Damned Russians
Tristan, a student in another class who was interested in Civilization III, walked into the classroom and started asking questions. He noticed that Dwayne was in 2003 and Tony was in 2020. He challenged Tony, trying to goad him into an arms race:
Tristan: Why is Dwayne going into space and you don’t even have battleships? And wait, they’re still riding horses and stuff. That makes no sense. Why don’t you have jet fighters? Why don’t you bomb a neighboring country? Damn I’m sweating in here. Why don’t you build tanks?
Tony: Tanks? I don’t need tanks.
Tristan: Tony, Tony, Tony. Why don’t we go by America’s principles? Build as many weapons as you can even though you don’t need it, “just in case war breaks out.” (The United States had just attacked Afghanistan, a war that most of these students were suspicious of).
Tony: Isn’t that a little overkill?
Dwayne: No.
Tristan: What was the cold war about – building as many weapons as you can, just in case Russia starts something? Build enough weapons to destroy the earth 10 times over just because “The Russians.”
Tony: But I don’t need tanks.
Kent: Always have tanks.
Dwayne: Always beware of the damned Russians.
I was surprised to see that these students, who were not sure if North and South America were even considered different continents, had such sophisticated, critical views on the causes of The Cold War. Tristan, Tony, Dwayne, even Kent all joked about military escalation during the Cold War and the fact that the United States might have overspent on military for a threat designed to generate fear in the populace was taken as a given. Tristan looked on as Tony played.
Tristan: Tony, you still haven’t reached Africa yet? Isn’t the object to take over people with the military and rule the world?
Tony: Yeah, kind of, but you don’t have to do it with military. It’s almost impossible to do it just with military.
Tristan: Really? Huh? Why?
Tony: It would just be really hard. Hey! I have a missile.
Tony was beginning to see the game as an interconnected set of systems and how military superiority alone was not enough to win the game. As several times before, he “recovered” himself after taking a pacifist stance by declaring that he did, in fact, have a missile. Sandy entered the class to call Tristan out of the room.
Interdisciplinary Connections
We resumed work on the presentation. I started reading through the post-it notes of students’ ideas of what they learned through game play. Our goal was to read them and organize them by theme. The activity broke down, leading to the most significant learning moments of the unit. I continued calling out students ideas of what they had learned.
Kurt: Democracy makes more money and more science.
Tony: Bias, because some people believe that technology will win the game.
Kurt: Cities grow slower in mountains and slower in forests.
Kent: Geography.
Kurt: Discovering democracy helped my civilization.
Tony: Politics.
Kurt: Technology of flight. How did that help?
Dwayne: Military superiority.
Tony: Discovery of flight helped my military.
Kurt: Politics?
Tony: It could also be history.
Tony was beginning to see that there were multiple lenses for viewing technological advances, that each variable lie at the intersection of several interacting systems. I read one of their comments about the Nile River generating food and trade. Tony was making more and more connections among money, technology and politics.
Kurt: You could say that you realized how as soon as people discovered flight that changed history. Nile River creates food and trade.
Tony: Money allows me to buy technology, so Politics. When you have a lot of money you can do whatever you want. When you’re rich you can buy off other countries.
Kurt: Have you heard of the US selling fighter planes to other countries?
Tony: No.
Kurt: Yeah – the US sells military to countries like Israel.
Soon, Tony saw the problem with this activity: Because geography, politics, economics, and history are all connected (in Civilization III and in life), it is difficult to know where one domain begins and another ends. He was beginning to understand that it was impossible to talk about the importance of the Nile River without talking about economics, which then had political implications. This became clearer as the discussion then turned to amphibious warfare.
Tony: Could be bias…could be history and politics. In a way it’s history…it allows you to bombard other countries. But politics-wise you can demand stuff now.
Kurt: Let’s put it in the middle. Ok, next. Luxury resources create happiness.
(Tony stood up, thinking. I transitioned to a topic more directly related to Dwayne’s game, trying to bring him into the conversation. Tony quickly regained his train of thought.)
Kurt: Unifying Africa made us powerful. Dwayne, where would you put that?
Dwayne: Politics and geography. I got all of these resources then I could trade them with other countries. So it made my politics stronger.
Tony: It makes more production. Everyone can work faster and more efficiently.
Kurt: Where should we put that, in what pile?
Tony: Well, in some ways, they’re all related to each other. (General nodding)
Kurt: That could be one thing we learned. How would you write that?
Tony: Well, money is the key… money is the root to everything. With money you can save yourself from war, and that also means that politics…with money, that ties everything together.
Tony argues that money relates all these factors, perhaps prodded by my encouragement to find a single unifying theme, perhaps due to his own interpretations of the game, perhaps from his own personal beliefs. I encouraged the class to think more about connections between geography and politics. At this point, the majority of our topics – amphibious warfare, luxuries, geography, uniting Africa – were all in the middle of the chart connecting history, geography, and politics.
Kurt: I want to suggest a change here. One thing we learned is that history geography and politics are all related. Why?
Tony: Luxuries buys you money and money buys you everything. The right location gives you luxuries gives you income more income gives you technology which affects your politics. It all connects.
Chris and Kent, who were listening closely, seemed to also grasp these connections that Tony was making. A taken-as-shared moment was emerging within the group.
Chris: Yes.
Kent: Geography affects your diplomacy because it gets your more resources and affects how they treat you.
Tony: Geography can affect the growth of your civilization.
Dwayne: It affects your war.
Tony seemed to have an epiphany about how the game helped him see interconnections between geography, economics, and politics. His idea then spread through the class. In closing interviews, he expounded further on these relationships:
Interviewer: Do you think that playing Civilization taught you anything about social studies?
Tony: I think it did. I always knew that certain locations helped certain people but with this, I have a better understanding of it. In some ways I have a better idea of like if you’re in the middle of a forest. Sure there’s a lot of things there, but your civilization doesn’t grow that quickly and money is hard to come by. That affects population, the mood of your civilization and food…
Interviewer: In class, you said that geography affects politics which affects history. Could you talk more about that?
Tony: Well, if you’re next to the ocean, that’s a good place to any city to be. It has food, water, the climate would be moderate, and that’s a good place for a city to flourish. If you have luxuries around water, that brings in trade – brings in money that you can talk with other Civilizations. If you have enough money you can buy a lot of things and you can sell a lot of things.
Interviewer: How does that affect your foreign policy?
Tony: You make a lot more friends if you have a lot more stuff. Everybody wants everything.
For Tony, the most educationally valuable thing about the game was the way it helped him see connections between disparate areas and how basic social studies concepts (e.g. river valleys have better food production) affect an entire civilization. Tony had studied some of these concepts before, particularly where resources where located, but he now saw how and why they were important and how these issues deeply affected one another. Particular features of Civilization III may have been fruitful for enabling Tony to construct this understanding. For example, information encoded into maps (such as natural resources, rate of agricultural production) was put directly in the service of solving problems.
Later in the interview, I asked Tony if he detected any biases in the game.
Tony: The form of government, democracy has been the best…any form of government could work for any civ, in some ways the ways technology works in the game is very true, like how we are now. I remember in history books they talk about how there was an arms race… the more technology we had the more powerful we should be, and there was a race to go to the moon or outerspace at least. I guess the more power you have in technology, the better you are in the game.
Kurt: So it might be realistic – at least it’s reasonable?
Tony: Yes close enough.
Kurt: I have heard the same thing about geography. What do you think about that?
Tony: Geography is the main game. Because if you’re in the mountains…in my other game I started next to the mountains and next to the water as well, and the water was the only thing sustaining me was in the water. I’m secluded from everything else but the barbarians snuck in, and everyone else sort of hates us because we’re weak people and they won’t share whatever they have. They only come in when I find something good. Then they start calling me. Do you want to trade this?
Kurt: Is that an unrealistic bias to you?
Tony: In some ways, yes.
Tony struggled with whether the game’s bias toward democracy and technology were problematic, in that he attributed much of the United States success to just these factors – its democracy and technology (and resulting wealth). What did strike Tony as a bias was that other countries were disrespectful to him due to his economic weakness, and they would only trade with him for their own material gain, which also might be considered a materialistic game bias.
We decided that this was enough to get us started on the presentation. Norman volunteered to take the post-it notes listing students’ comments and turn them into a Powerpoint presentation. He went to work on the deck while I occasionally looked on.
DAY 5: Finishing up Games and Building the Final Presentation
The students quickly and quietly got to work. Norman continued working on the PowerPoint presentation while Tony, Dwayne, Chris, and Kent finished their games. I thought of pulling everyone from their games, but I wanted them to have the chance to see their outcomes. Students played quietly for about thirty minutes. In between turns, Tony opened up the game on another computer and took screenshots for the presentation. Tony suggested that we get images of war and images from multiple cultures in addition to diplomacy and city screens.
Chris was finishing his game. Tony looked over, saw that Chris had a thriving city, and suggested that Chris capture a screenshot of his city. He nodded and did. Chris spent most of the last day starting games in different areas and testing the relative advantages of each. Chris described some of what he learned through these experiments:
“For Egypt it wasn’t a really good idea to have war with other cultures. They grew fast but there were so many around you – the Greeks, the Babylonians, the Romans, and Bantus – they were just around you. The Egyptians had a lot of gold, so they might try to gang up on you. As the Aztecs it was harder to be rich, but it was good to trade with other countries. They had less reasons to invade you.”
Chris’s comparisons were a productive starting place for teasing out how geography had an impact on the growth of a civilization. Having students do similar experiments – or at least having students examine one another’s games more formally – seems a productive way of using Civilization III to stimulate inquiry. Students were very willing to compare games and, from them, could infer the games rules, systems, and biases. Comparing multiple games acted much like contrasting cases might for students in problem-based learning environments. By examining multiple cases they began to see patterns of deeper structure in the simulation, a feature of learning environments that is believed to lead to deeper learning (i.e. Bransford & Schwartz, 1999). Meanwhile, Dwayne was still in search of Japan. He had two boats sailing about Asia in search of it. His final goal for the unit was to find and colonize Japan as the Bantu. I handed him a globe to help.
Polishing the Presentation
In reviewing their comments, I noticed that students did not suggest many changes to the game. I called out, “Ok, changes we’d make to the game…to either be better or better in a classroom situation.” There was silence. Ok, “What about pacing?” The students all called out, “yes, yes, definitely. The beginning moves too fast.”
Kurt: What about the barbarians?
Tony: Yeah, they’re barbarians, but they’re still people. It seems to me that they should still be learning technologies.
Kurt: Should they just be slow, the way the aborigines were?
Tony: Just put they need to be more active.
Tony, like many students struggled with the representation of nomadic groups in the game. Many felt that barbarians were marginalized as peoples and insufficiently considered by the simulation in that they could not develop technologies or cities. Students also called out for a variety of minor changes in the scenario, such as giving scouts defense strength. Students found many inaccuracies in the game rules, the scenario properties, and the unfolding events of the game and enjoyed critiquing them, suggesting that a powerful use of Civilization III for learning is in raising questions about historical accuracy and then having students examine what those inaccuracies might be, and possibly even create more accurate scenarios. At minimum, such activities tease out what students understand and believe about history. As it turns out, they often have far richer theories than we sometimes anticipate and gain through standard assessment mechanisms.
Tony continued creating screenshots for the presentation. We discussed what images would best show the cultures of different civilizations, the variety of natural resources, and the building aspects of the game. Meanwhile, Norman fleshed out the slides. Overhearing Norman and I discussing “How learning in the game was different than learning other ways” Tony called out, “For one thing it’s more interactive. Playing the game forces you to learn about the material. It actually forces you to learn about other civilizations in order to survive.”
I read off their comments about politics, “Don’t fight too many people at once.” I connected this to the adage “Don’t’ fight a war on too many fronts.” I struggled to organize the presentation. My original scheme was failing, which led to further discussion about what students felt they had learned.
Kurt: How should we do it (the presentation)? It starts with the introduction then explains the game. Then it jumps to what it taught us. Politics, history, geography, technology. Maybe we shouldn’t divide it. What if we went for the four most important things we learned from the game? What would those be?
Kent: We’re mostly learning about government. Like how some forms of governments are better than others.
Norman: We’re learning about managing civilizations.
Kurt: Let’s talk about managing, then. What parts are you managing?
Kent: Resources…money, treaties, alliances,… you know…politics.
Norman: You worry about how much you spend on science compared to how much on money…
Kurt: Most people go through geography and think it’s just a bunch of facts – it’s more important to know where it is on the map than anything about it. What were the differences between being isolated and having people to trade with? What were the differences playing as the Iroquois compared to Egypt?
Tony: Well, when you’re isolated it’s good and bad. In some ways it’s good because you don’t really have any enemies, you flourish, it’s kind of bad because you develop at a slower pace.
Kurt: Do you agree with him, Norman?
Norman: Yes (nodding his head).
Tony: Yeah, as the Iroquois, I was doing fine…then I met the other people.
While most students were able to talk about coming to the kinds of understandings that I originally had in mind when conceiving of the use of Civilization III in social studies classrooms, such as seeing connections between disciplines or seeing geography as a process, they also believed that they learned as much about “managing civilizations” as they did about history. Some of these understandings make interesting loose analogies to different policy agendas, such as comparing investment in military spending and basic research, but I was a little concerned that students overgeneralize understandings given that the game probably functions as a poor “civilization management simulation” whatever that would even be.
Norman entered the information into the presentation and Tony returned to his game. He asked Chris questions about SAM missile batteries and hydro plants. Dwayne asked about the SETI program. I tried to turn their focus back to the presentation. “What about history?”
Tony responded, “No matter how history plays out in this game, it’s all based on the same rules – kind of like in real life.” I asked Tony to reiterate his comment for the class, to make sure that they understood this concept. Everyone nodded. The idea that history could be represented through a set of rules – an idea that might strike historians as odd or unusual – was completely acceptable to these students who had been playing Civilization III.
Dwayne shot up out of his chair, interrupting the discussion. He had lost the game.
The Agony of Defeat
Dwayne shouted, “What, you’re kidding me?!” Students started asking questions. “Who was it? How did they win?” Dwayne was far ahead of everyone and had been building a space ship. He believed that he was on the road to an easy victory. If Dwayne lost, no one stood a chance. Tony asked, “Did they build a spaceship?”
I answered, “No it would have been some other way…maybe the UN?” As the group crowded around Dwayne, he vented the frustration common to losing a game of Civilization. “I was at the top of the world record, what the heck? Look at my culture for Christ’s sake. What the hell? I’m more powerful than all these bastards.” I explained that another civilization might have built the UN and held a vote. I explained how “If you’re in good standing, they will vote for you. So if you’ve been good to civilizations, giving away technologies and stuff, then they’ll vote for you.” Dwayne went back to a saved game and the rest of the class continued theirs. Dwayne had decided to strike back. He explained, “I’m going to put nuclear subs all up and down their coasts and blow up those bastards… They wanted advanced flight (an advanced technology). They’re not getting it.”
I refocused the discussion on the presentation. “How do roads and an infrastructure contribute? What did you learn about that?” No one had any answers. I explained how irrigation and roads could be seen as infrastructure. “For example, what are the advantages of US having good highways?”
“The military moves faster.”
I looked at Tony’ game. “See, yours is almost connected because it has airports. So imagine trying to send troops across America with backroads. Imagine how we would have sent troops across the country without superhighways or planes.” A few students nodded their heads.
Wrapping Up the Presentation
Tony polished the PowerPoint presentation while the other students finished their games. Each student volunteered to take one slide, except for Dwayne. I assigned a slide to Dwayne, but he gave no indication that he would participate in the presentation.
An hour after class, students gave the presentation in a large cafeteria before the rest of their school (about 200 students). The students’ presentation went smoothly; students basically read from the slides, (see Appendix H). The other students were surprised that Norman, who is shy and does not like to talk in front of other students, actually read his slide. Tony read Dwayne’s slide for him, as Dwayne sat quietly in the back of the room refusing to stand in front of the group. The Civilization group compared favorably with the other groups, who made documentaries about local neighborhoods, recorded pop songs, or edited and shot other videos. Whereas most groups focused on production, the civilization campers also confronted academic content.
I stayed for the whole end-of-year ceremony. Watching the school celebrate, applauding students’ successes, sharing joy for Jenny and her young baby, mourning the loss of a student who was shot – it was moving to myself as well as other students and teachers. The students bought me a gift certificate to a local board games store. During the ceremony, I bid farewell to all of the students I had worked with over the past month and we made plans to try to connect over the summer or to play the multiplayer expansion to Civilization (Civ III: Play the World) next fall.
Chapter VI. YWCA After-School Context
Longfellow Middle School is a suburban, working-class middle school outside of Boston Massachusetts. The community is made up mostly of blue collar working families, many of whom are recent immigrants. Historically, the community has supported education more than many neighboring communities although economic hardships of the 1980s did affect the school district46. In the past five years, the district has tried to “catch up” with wealthier suburbs, applying for state and federal funds to improve its facilities. This case occurred at The Longfellow school, a mathematics and science magnet school which resulted from one of these grants.
Only a few years old, Longfellow was very well kept and still looked new. Although the school was a technology magnet school, most teachers did not use computer technology in their day-to-day teaching, according to Earnie Fitzpatrick, the school science and technology coordinator and designated “pedagogical change agent. ” A former industrial arts teacher at the school, Earnie’s role now was to partner with other teachers to tackle projects such as building greenhouses in science classes, architectural models in mathematics classes or robots and solar-powered bicycles in after-school programs. The YWCA camp occurred in Earnie’s computer lab.
My relationship with Longfellow and the YWCA arose from a phone call from Laureen Scibinico, the executive director of the YWCA. She was looking for innovative, technology-enhanced educational programming for grades 5-8. The next week I met Laureen and two other program coordinators to discuss teaching an after-school unit with Civilization III. We decided that Civilization III would be both entertaining and academically challenging for these students. We met two more times before the unit began to discuss the YWCA’s goals, the students it serves, and curriculum ideas. Both of these meetings included Earnie Fitzpatrick. We decided to frame the unit as “computer enrichment camp,” which would mean that we would not expect outside reading or other homework. Students could come and go as they pleased, although we could expect regular attendance. They reminded me that, as participants in a computer camp, students would expect to have mostly “hands-on” time with computers. Everyone agreed that “hands-on” activities where students could be creative usually worked best for engaging students. I drafted a letter to the parents of children who attended Longfellow but were members of the YWCA which is how we recruited participants. Twelve students signed up for the camp.
DAY 1: Introducing the Game
It was another nerve-wracking first day today. The second researcher and I installed Civilization III on as many computers as we could before class, but several computers malfunctioned or never worked correctly at all, so setting up the computers spilled over into game play time. Students were patient and quiet, and most students could sit at their own computer. There were 12 students in all, with two high school aged teaching assistants from the YWCA and another student’s sister, who was not participating, but just “watching.” The YWCA participants had warned me that these were not the most academically gifted students, but they were angels compared to the Media students. They all listened to our instructions and quickly and quietly sat down as we invited them into the room.
Setting Ground Rules and Introducing Game Concepts
Earnie introduced me and the research project, and spent several minutes laying down the ground rules for the lab. We were using Earnie’s private lab, apparently the only lab in the district where we could install our own software. There was no mistaking that the lab was Earnie’s domain, and it was a gorgeous lab indeed. When Marvin, one of the students, walked into for the first time, his mouth dropped wide open, he looked around and said, "Wow!" Interestingly, these were only Pentium IIs, but the room was clean, the chairs were quality, rolling office chairs, and each computer was set in its own spacious carrel, giving the room an elegant appearance that the students reacted to immediately.
I had each student write his or her name on a post-it note and then introduced the game. I described the purpose of my research, highlighting that Civilization III is a commercial game that most people play for fun (anticipating issues about the game’s enjoyability that we encountered at the Media School). I covered the main four ways to win the game: (1) military domination, (2) political victory, (3) cultural domination, and (4) space race. I avoided two of the less obvious ways to win the game; my objective was to give students a very clear sense of the game goals and why they were playing, hoping to avoid the problem we had at Media with kids not perceiving the point of the game.
I introduced the basic game play in terms of four phases: (1) building / managing armies, (2) building infrastructure, (3) building cities, and (4) managing foreign policy. The projector did not work for the game demonstration so this explanation was probably too abstract for students. Next, I wrote a few goals on the dry erase board in an attempt to help these students develop clear goals: (1) build two cities, (2) build roads and irrigate, (3) build a defense to defend from barbarians, and (4) meet another civilization. I left these goals on the board in case students felt lost. While students may not have entirely understood this introduction, they seemed to at least understand the point of the camp.
After this 15 minute presentation, students started playing. Most of the students with working computers were generally curious about the game and began of their own accord. Many computers crashed, however, and I spent much of the first hour trying to get the game working on a few computers so that everyone could participate. I explained the basics of the game – how to make units, what each unit did, how to change city production, and how to build new cities to students individually. Within fifteen minutes, students encountered problems with civil unrest in their cities. I stopped the class to describe the city resource window again. Some students asked about natural resources, so I introduced the concept of luxuries, explaining that students could use dyes, incense, silks, or gems to make their citizens happy. Computer failures and failures with the projector continued to prevent us from getting a smooth start.
Starting Game Play
During this first 20 minutes of play, despite my attempts at providing a clear introduction and the students’ general cooperativeness, most students were not as enthusiastic as I had hoped about playing. They played through the tutorial, clicking around the map with hesitancy. I had somehow expected them to bubble over with excitement about the chance to play. Whether it was the game’s packaging, my introduction, how the program was advertised, or just their own expectations about the program, I am not sure, but they definitely approached it more as an “educational program” than as a “top-selling computer game” that one might pay $50 for and play in her spare time. I tried to sell the idea of “ruling the world” to the students. Seven of the twelve students in the class were girls. To appeal across gender lines, I tried to highlight the creative appeal of the game, the idea that students could create a civilization that reflected their values (i.e. military vs. artistic vs. scientific vs religious). Despite their lack of enthusiasm, students worked on the game with very little complaining; no students were refusing to play, standing up in their chairs, or trying to leave the room as had happened in the Media case. After observing two groups learning the game, I started to think that both the Media students and this group’s hesitancy was because the game was so complicated. There is a lot of text on screen, the action is slow at first, and learning the game demands some thinking. For the next ninety minutes, I moved from student to student, hoping to establish more personal relationships with each of them, learn more about them as people, help them get engaged in the game play, and develop strategies for integrating lectures with game play.
Meeting the Students, Meeting the Game
Social gamers. By the second half of class, most students were engaged in game play. Alisha, Miranda and Vicky were all on one computer. Vicky kept getting computers that did not work. She, like Jordan, was being extremely patient and was very eager to play the game. So she patiently sat with the other girls and talked about the game, contributing her opinions and laughing aloud with Alisha and Miranda. All three girls reported being at least somewhat interested in social studies. All three are also second or third generation immigrant students: Alisha is Portugese and Latino-American, Miranda is Chinese-American, and Vicky is Haitian-American. At the height of their collaborative game, they had three cities, but two were conquered by China. They had three roads, and one irrigated area. Miranda explained, "First everyone admired us, now everyone hates us because we conquered them." They used their workers to build infrastructure, their warriors to visit other civilizations, and their cities to create more units. Although the girls all expressed an interest in having their own computer, they did not seem to mind collaborating. The three girls chatted as they played their game, quickly creating the first affinity group of gamers in the classroom (Gee, 2003).
Sandy was a seventh grade girl who considered herself an average or poor social studies student, and as the second researcher later described, “was not the most curious of students.” She seemed more interested in social relationships than learning but was rarely defiant or rebellious; rather, she came off as guarded and more interested in “blending in” with other students. Sandy frequently looked over to Vicky, Amy and Miranda while she played, indicating that perhaps she wanted to be a part of their social circle. After only a few minutes of playing, she was already at war with a neighboring civilization. She spent most of the day playing as Egyptians battling the Babylonians, which she seemed to enjoy. She built the Colossus which looks quite impressive on screen and eventually excited her with the game. After the first hour or so, she was making a peace treaty and thought that she had one city, but was not really sure.
Willing gamers. Marvin was a sixth grade student of Haitian and Dominican background who reported having an “A average” in social studies. He was eager and enthusiastic about playing the game and was a frequent contributor to class discussions. He quickly jumped into his game and within minutes was engaged in very focused play. After thirty minutes, Marvin restarted his game so that he could play as Egypt, declaring, "I love Egypt." He read the dialog boxes carefully, speaking the words quietly as he read. He was obviously weighing the decisions carefully, frequently asking me for advice on what units to build, technologies to pursue, or strategies to use in dealing with other civilizations. He had many intriguing theories about the rise and fall of Egyptian, Roman, and Greek civilizations and was happy to share them with us throughout the term.
Kevin was a sixth grade African-American boy who came across as thoughtful and conscientious. Kevin listened intently during the initial lecture, smiled and joked with peers, and was quick to help other students or answer discussion questions. He was very excited about playing the game and was eager to talk with the researchers. Kevin carefully read the dialog boxes, consulting with all of his advisors before making decisions. He took their advice very seriously. At one point, Kevin conquered a Russian city, St. Petersburg. His military advisor asked if he wanted to raze St. Petersburg. Kevin asked what “raze” meant; when I explained that it meant "burn it to the ground," Kevin looked relieved that he had made the other more peaceful choice. There was a lot to learn in the game for Kevin. For example, at one point, his financial advisor told him he was running low on money, and he decided to get more money by researching “Bronze working," a logical move that actually would be of little help. Further, he was not sure how many cities he had. Overall, Kevin was engaged in the game and interested in talking to us and participating in outside activities.
Jamal was also a quiet, conscientious sixth grade African-American boy. Because of the shortage of working computers, Jamal sat and watched Kevin as he played for the first 30 minutes of class and then got his own computer to play. Jamal and Kevin seemed to be friends, but each was still very interested in playing his own game, to the point where Jamal did not interrupt Kevin while he played. When Jamal did get his own computer, he became quickly engrossed in the game. Jamal sat with his eyes just inches from the monitor, focused intently on the action. This approach to play could be contrasted with the girls, who gladly played together. For the girls, talking about their game seemed to be a large part of the experience, whereas Jamal and Kevin, for example, wanted to play silently on their own.
Ricky was a seventh grade Latino boy who said that he did poorly in social studies and did not like school. He was quiet, even despondent most days and often refused to answer interviewers’ questions unless they were about video games. He played a lot of video games, and enjoyed talking about Diablo, Grand Theft Auto, and Starcraft. Ricky brought game manuals to class, and often spent his free time reading through game manuals or drawing pictures of game characters. He seemed antagonistic to authority and as if he could be a “troublesome” student, which Earnie later confirmed. He was cautiously enthusiastic about playing Civilization III. Although he had not played it before, he had heard of it, and was a fan of real-time strategy games such as Age of Empires. Perhaps not surprisingly, he was very confused early on, wondering why units would not move in real time like they would in a real-time strategy game. I noticed that he had lined up five warriors to form a wall around his city – a strategy common in real-time strategy games but of limited value in a turn-taking strategy game such as Civilization III. I explained that the warriors would be more valuable staying in cities both for protection and to help control civil disorder. Ricky nodded, but did not change his strategy, perhaps trusting his own experience with real-time strategy games more than my advice. He was very focused on his game, reading the dialog boxes and moving his units carefully. He gave short answers, and both researchers had difficulty engaging him in conversation as he wanted to be left alone to play his game.
Jordan was a gregarious sixth grade Caucasian student who loved games. His computer did not work right away, so he spent the first twenty minutes of class trying to debug the game or waiting for assistance. He kept asking, "How much time do I have left to play?" and was clearly disappointed about losing so much playing time. When Jordan finally did start playing, he was full of questions and comments. He wanted to know whether units could build on the water and if they could build boats, why his units were disappearing (he was convinced that his units were mysteriously disappearing from the game), and why he could not see his units “closer up.” By the end of the day, Jordan had one city and wanted to know, "How do you get food?" He was very curious, talking loudly about his game, asking questions, calling for researchers’ attention, and trying to capture my attention whenever he could. Like Jason from the Media school, Jordan probed me to learn about the game and freely shared his frustration about its turn-based format; Jordan also had played Age of Empires and wanted the units to respond to his orders in real time as they did there. He voluntarily filled out post-it notes commenting on his thoughts about the game.
The confused. Nadya was a shy, quiet sixth grade Haitian-American student (Haitian French-Creole was her first language). She quietly played her game, cooperating with researchers when offered the chance, but not actively seeking out their assistance. Nadya built a city but didn't know how to build a road, nor what irrigation meant. She was not especially interested in the game, frequently pausing between turns to sit and stare into space. It was not clear that she could read the instructions in the tutorial. Still, she managed to move her units around the map and could change her city’s production. Although Nadya was not particularly engaged in the game and learned more slowly than some, she still remained positive and cooperated with researchers.
Alice and Tara, who were sisters, were the most confused and the least engaged of the students. Tara (age 11) had difficulty reading the text and was unable to understand the choices she was making about technologies, the advice she received from advisors, and the basics of diplomacy. Both girls complained about the game, rolled their eyes, and put their heads down on their desks. Tara had several questions about basic game concepts, such as pottery and irrigation, both of which were terms she had never heard before. The second researcher helped Tara get started; yet, even with significant coaching, Tara could not do many basic game tasks, such determine what types of land could be irrigated.
Alice, Tara’s sister, had a better grasp of the game and was engaged for a little while. She had one city and was trying to build another. I noticed that she had several entertainers in her city. When I came by Alice to help her, I quickly realized that she had little, if any, understanding of the basic controls or concepts in the game. I tried to give her an overview of how the resources worked, but getting her up to speed was a daunting task. She kept saying how hungry she was, asking for the time, and looking out the window for her parents. Both Alice and Tara had difficulty reading the game text and were visibly disinterested in the activity.
Near the end of class, Nadya had abandoned her game, so Vicky took over Nadya's computer and started playing. Vicky had been waiting patiently for over an hour, and Nadya did not seem to care at all, so we did not stop them from trading. Unexpectedly, there were two high school-aged “teaching assistants” in the class who spent most of the time talking with one another. We tried to think of ways to get them involved in teaching, but they did not understand the game very well (nor the “content” either, so it seemed), so for today we just let them sit and watch students.
Consolidating What We Learned
At the end of the (150 minute) session, I pulled the group together for a fifteen-minute discussion. They were understandably a little tired by this point; it was 5:00, meaning they had been in a full day of school plus two hours of intensive game play. I began by asking, “What kinds of things did you build?” They mentioned workers, settlers, warriors, temples, spearmen, and the Collossus. I asked what each structure did, and students called out answers, such as “build roads”, “build new cities,” or “make people happy.” Miranda, Marvin, Vicky, Jamal, and Kevin paid the closest attention during the discussion. Miranda and Marvin offered responses for nearly every question and seemed to have a firm grasp on the game. Ricky, Sandy, Amy, and Nadya could offer vague answers for some of the questions. Amy and Tara had no idea what we were talking about.
As students called out units and functions, I wrote their responses in two columns on the board. Recalling the confusion at the MEDIA school, I tried to make clear connections between the units and their function, highlighting specifically how each structure or unit helps them. As I led the discussion, I tried to be as specific as possible. For example, in describing temples, I said that building temples helps the practice and spread of religions, which makes unhappy people in your city happy. I also reiterated the functions of workers: building mines to increase production, irrigating land to increase food, and building roads to increase commerce. My hope was that constantly explaining concepts in terms of the four basic game variables would reinforce these basic concepts for students and make game play clearer faster than it was at the Media School.
The second researcher noted that, despite the successes of the first day, there was still a lot of confusion due to the game’s complexity. Game terms, such as Bronze Age, irrigation, and despotism, presented obstacles for many players. Indeed, there was so much reading in the game that it was almost worthwhile for these students as a reading lesson alone. The second researcher also commented that, as a reading teacher, she was impressed by how motivated these students were to read, pouring over every word, carefully weighing the meaning of sentences, particularly those that involved negotiation between their civilization and others in the game. Thus, although the class got off to a slow start, we were encouraged that students were willing to learn the game system and that there seemed to be many opportunities for students to learn world history concepts through game play.
DAY 2: Adopting Goals and Mastering the Basics of Civilization III
The plan for today was to introduce the lesson, do a quick timeline exercise, and then administer the survey. The pretest and survey went well; unlike at the Media School, these students actually seemed to read the questions and filled in their survey. Students had mixed opinions about social studies. Marvin was clearly the most interested in the topic, describing social studies, geography, and history as all “fun.” Marvin responded similarly on the Likert items, scoring a 4.0 on the “attitude toward social studies” scale. Jamal, Miranda and Sandy also reported liking social studies but to a lesser degree. Only Ricky thought that social studies was boring. Clearly, we had much more “buy-in” with the program than we did with the Media School students. Students sat when asked, listened (for at least a few minutes) to what I said, and seemed genuinely curious in the game now. Even though the program was not for a grade, they were open to doing structured activities such as the survey. Seven of the twelve students attending today were girls.
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