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his goal is just so that people have fun playing the scenario. See also
http://forums.civfanatics.com/showthread.php?t=111105
[http://forums.civfanatics.com/showthread.php?t=111105] and
http://forums.civfanatics.com/showthread.php?t=111488
[http://forums.civfanatics.com/showthread.php?t=111488] from the same thread for a
discussion by the modding community on the “Historiography of Civilization.”
[#N15kptr1]
16.IfoneisusinganLMS(learningmanagementsystem)suchasWebCTorMoodle,
thereisapluginthatwillprovidethesesortsofmetricsautomaticallyondiscussion
board posts. See “SNA Diagrams,” Social Networks in Action, accessed July 31,
2012, http://research.uow.edu.au/learningnetworks/seeing/snapp/index.html
[http://research.uow.edu.au/learningnetworks/seeing/snapp/index.html]. [#N16kptr1]
17. Steven Borgatti, accessed July 31, 2012, http://www.analytictech.com
[http://www.analytictech.com]. [#N17kptr1]
18. The Year of the Four Emperors, accessed July 31, 2012,
http://forums.civfanatics.com/showthread.php?t=171164
[http://forums.civfanatics.com/showthread.php?t=171164].[#N18kptr1]
19. See Kee and Graham in this volume, chapter 13
[http://quod.lib.umich.edu/d/dh/12544152.0001.001/pastplayteachingandlearning
historywithtechnology?g=dculture;trgt=div2_ch13;view=fulltext;xc=1].[#N19kptr1]
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11.SimulationGamesandtheStudyofthePast:
ClassroomGuidelines
JeremiahMcCall[http://quod.lib.umich.edu/d/dh/12544152.0001.001/pastplay
teachingandlearninghistorywithtechnology?
g=dculture;trgt=p_McCall;view=fulltext;xc=1#p_McCall]
Whatdoesaneffectiveuseofasimulationgameinahistoryclasslooklike?Fortoo
many interested in the games and learning field, it is not entirely clear. While the
theory delineating the potential of games as learning tools is growing steadily, [1]
[#N1l] disciplinespecific practical applications are still too few and far between.
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Developing practical uses of games as learningtoolsrequires two components: the
formulation of disciplinespecific theoriesand classroomspecific implementations.
As anearly offeringin the areaof practicaluses for games,this chapter proposes a
theory for effectively using simulation games in the history classroom, a theory
developed through my training as a historian and experiences as a high school
history teacherwho usessimulationgames. Subsequently,this theory is translated
intopracticalguidelinesforusingsimulationsinahistoryclass.
TheImportanceofTakingRisks
The practicalguidelines offered here haveemergedfroma cyclical process over the
last five years of designing, implementing, refining, and even sometimes wholly
rejecting lessons involving simulation games. While simulation games offer
compelling learning opportunities, they come with significant challenges. Success
using simulationbased learning in these early stages of the medium progresses
equally as much from learning what not to do as what to do. Philosophically,
teachers learning to use simulation games as learning tools need to be willing to
engageinplay.Wemusttakerisks,
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wadingintothechaos,navigatingthemess,andimplementingasense oforderand
meaning that helps students learn how to study the past. We must be willing to
makemistakes and acceptfailures,forlearning from mistakesenablesusto design
evermorecompellingandeffectivelessonsaboutthestudyofthepast.
How does this work in practice? Accepting several important principles can help
empower teachers to experiment, take risks, and make mistakes. First, teachers
must come to see themselves as the expert guides rather than the sources of all
worthwhileinformationandarbitersofwhatistrueorfalse.Second,historymustbe
approached as a discipline that embodies a set of core skills, not solely or even
primarilyasetofcontent.Amongtheseskillsaretheabilitytoanalyzeandevaluate
evidence,sequenceideas,andformcompellingwrittenandoralarguments.Third,a
maingoalofhistoryteachersistocreatelearningenvironmentswherestudentscan
enga ge interesting source materials, analyze them, and construct formal responses
to theminwritten, oral, and digital media. In thiscontext, so longasstudents are
engagedandtaskedtohonetheseskills,asimulationbasedlessonwillnottrulybea
failureevenwhenthereisroomforimprovement.
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TheAdvantagesofSimulationGames
Thereisgoodreasontotakeriskswheresimulationsareinvolved.Simulationgames
provide educators powerful tools that offer particular strengths for teaching the
authentic skills of a historian, not to mention familiarity with twentyfirstcentury
media.Quitesimply,theadvantagesofsimulationgamesforpromotingmeaningful
study of the past demand concrete and effective classroom applications. The first
step to developing this argument is to ground the key terms. At its broadest, a
simulationisadynamicand,tosome necessaryextent, simplifiedrepresentation of
one ormorerealworldprocessesorsystems.Intothiscategory fall agreatnumber
of analog and digital models of biological, physical, and chemical processes and
systems. There are also interactive trainers, whose primary function is to prepare
participantsto functioneffectivelyin realworldtasks:flight simulations,airtraffic
controlsimulations,andbusinesssimulationsaresomeofthebestknownexamples
in thiscategory. [2] [# N2l] A game, on the other hand, to paraphrase the definition of
KatieSalenandEricZimmerman,isarulebasedsysteminwhichplayersundergoa
conflictorcompetitioninanattempttoachieveaquantifiablegoal,suchaswinning
orlosing. [3][#N3l]So,asimulationgameisagamethatfunctionsasadynamicmodel
of one or more aspects of the real world. A number of commercial and nonprofit
computergamesfallinto
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thiscategory, strategy gamesthat place the player in historical roles, ranging from
traders and subsistence farmers, to rulers and generals. The commercial game
Civilization, for example, tasks players with exploring and colonizing a digitally
rendered landscape, while the free, browserbased Ayiti challenges players to
manage a family’s economy in an impoverished country. These games, indeed all
simulationgames,inviteplayerstoexploreandmanipulatedigitalworldsdefinedby
representationsofrealworldgeography,structures,institutions,andinhabitants.
The educational advantages historical simulation games can offer may best be
thoughtofasadvantagesofimmersionandprovocation.Whenplayingasimulation,
asopposedtousingotherformsofinstruction,alearnercanbecomeimmersedina
virtualrepresentationofthepastand,indoingso,beprovokedtoconsiderhowand
why humanslived,madechoices, and actedthewaytheydidinthepast.Theseare
insights about the systemic contexts in which people lived, which is really just
another wayofsaying thenetworksofobligations,necessities,anddesiresthatlink
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individualstotheenvironmentandtotherestofhumansociety.Itisalltooeasyfor
students and teachers to forget the fundamental realities of the past that shaped
decisions and actions. People of the past acted in physical and spatial contexts,
securingfood, walking places, and working toobtaintheir basicneeds and, ideally,
gainsomecomforts.Tolookatitanotherway,theylivedand acted,asdoweall,as
parts of systems. These past people were both influenced by and influenced the
systems in which they lived and operated. When thestudy of the pastistreated as
simplyasetofestablishedfactsandinterpretationstobelearned,itbecomesfartoo
easytodivorcethepeopleofthepastfromtheirphysical,spatial,andsocialsystems
andfromreasonableconsiderationsofcauseandeffect.
Simulationgamescanhelpbridgethisconceptual dividebetweenhumansandtheir
systemic contexts because the games themselves are interactive systems. The
principle is straightforward: to analyze a system, use a roughly analogous, but
simplified,modelofthesystem,whichisjustwhatasimulationgameis.Themoving
parts, as it were,ofthe game bearacloseranalogy to the moving partsofthe past
than other representations of the past, whether speech, text, videos, images, or
discussion.Thesesimulationsplacestudentplayersintodynamicmodelsofthepast
where problems must besolved and challenges overcome. [4] [# N4l] Th e player s must
make choices based on limited information and experience the effect of those
choices onthegameworldandtheir assumedpersonainit. Such simulationgames
provide a virtual systemic context, a source of experience that provides learners a
rich frame of reference when considering the motives and actions of people in the
past.Theyprovidestudentswithvisual,interactivemodelsandexperiences,
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however vicarious, of how theirown decisionsinfluenced, for example, thesuccess
ofatrade,thedevelopmentofaculture,thecreationofanempire,ortheoutcomeof
abattle.
Perhaps because simulations provide the opportunity to study systems from the
inside as an active participant, theyare also abletoprovoke students to raisedeep
and meaningful historical questions. Though no firm conclusions can be drawn
without formal research, important considerations suggest simulation games may
actually inspire more students to ask a variety of deep historical questions better
than other forms of media. Why might this be the case? Consider that research
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clearly suggests students alltoo easily accept what they read in texts at face value.
Thisis especiallytrue when reading from atextbook. Atthehighschoollevel,even
the beststudentreadersoften havea tendency to read without offering the levelof
challengeandcriticismrequiredforahistorian.Toputitanotherway,theyreadfor
informationratherthantodiscernapointofview. [5][#N5l] Thishabitcancontinueto
beaproblemwithcollegereaders.Withoutahighlevelofcommitmenttoanalyzing
theinformationreceivedanditssource,itisexceedinglydifficulttoraisesubstantial
questions about a text and its implications. If it is quite normal for students to
accept most texts they read at face value, will they actively critique the ideas
presented by their teachers in class? A simulation, on the other hand, may simply
notbeperceivedasquiteasauthoritativeasourceofinformation.Attheveryleastit
is harder to treat a simulation as a text that must simply be read for facts. It may
alsobethecasethat,becausesimulationgamesprovideimmersive,richaudiovisual
and tactile experiences with numerous opportunities for students to play and
process at their own pace—including sidetracks—there may simply be more going
on, for lack of a better phrase, to provoke questions in the time spent playing a
simulation game than during a comparable amount of time reading a text or
listeningtoalecture.Perhaps,too,beingputintheroleofadecisionmakercausesa
playertobemoreawareandmore engagedinthe historicalenvironmentpresented
bythegame,andthisleadstotheformationofdeepquestions.Again,itwillrequire
substantialresearchtotesttheseimplications,buttheyareworthnoting.Atthevery
least, it can be said that simulations can be harnessed to inspire deep historical
questioning.
It is worth noting that nowhere in this chapter is the use of simulation games
advocated because they are fun. This is quite purposeful, but deserves an
explanation. Certainly, simulations can be incredibly engaging, it is a good feeling
whenstudentsareenjoyingalesson,andcreatinganeducationalatmospherewhere
studentswanttocometoclassisaworthygoal.Nevertheless,thereareseriousflaws
with using the idea of fun as a criterion for effective lessons, particularly lessons
involvingsimulationgames.First,funisboth
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relative and broad in scope. Suppose a student was asked if her sessions playing,
observing, and intensively critiquing asimulation game werefun. Whatshouldthe
student useforcomparisonwhenanswering?Spendingtimewithfriendsoutsideof
school? Ridinga rollercoaster?Watching amovie? Theseallcanbeconsideredfun
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and arguably more fun than having tocritique a game. Really, by thestandards of
fun playing a game without being required to take notes and present a critique is
generallysuperior.Thesecondproblemisthatfunisnotequivalenttoeducationally
valuable. Teachers know this. Exercises for developing effective analytical writing
skills, for example, or researching arguments and advancing them in a logically
compellingorder,arehighlyvaluable,yetnoteacher—atleastnoneIknowof—asks
their students if they would enjoy writing a paper, or whether they found the
experience of writing a paper to be fun; it is simply beside the point. Finally, and
thisis aparticularlyimportant point,byno meansdoeseverystudentlook forward
to the idea of playing and critiquing a simulation game. Some find it highly
intimidating;othersprefer the lecture wheretheycanmore easily“checkout”than
in a simulation exercise. Certainly, simulation games can engage. They can hold
attention, create intriguing and interesting situations, and provoke interesting
questionsandideas.Whereengagementisadesirablefeatureofasuccessfullesson,
however,funisnot.Teacherswhochoosetousesimulationgamesprimarilybecause
they are fun and expect to find all their students enthralled are both setting
themselves up for disappointment and missing the point. Simulation games have
compellingfeaturesaseducationaltools;whethertheyarefunisnotatissue.
TheQualitiesofEffectiveSimulationGames
Despite the great potential of simulation games in history education, there is a
significant caveat teachers must remember. Many of the most viable simulation
games are commercial products designed to entertain, not teach, and this shapes
their presentation of the past. [6] [#N6l] Those that are not designed primarily for
commercial purposes, on the other hand, may be particularly polemical in
promoting their point of view. The teacher considering a game for classroom use
needs to consider the characteristics that qualify a historically themed game as a
simulation beforeusing agame inclass.Ultimately,though,theteachermust table
thethorniertheoreticalissuesofwhatfeatures constituteasimulationandconsider
not whether a certain game is a simulation game, but how effective a simulation
gameitis.
Bytheirverynature,simulation gameswillyield differentoutcomeseachtimethey
areplayed.Consequently,theyshouldnotbeemployedasstatic
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descriptors of factualdetails about the past. Validsimulation gamesneed not, and
indeed cannot, represent each and every detail of the past accurately. There are
better tools available for such a task. Text or image, for example, is often better
suitedtoillustrating,say,howa specific Romancitylooked atonespecificmoment
intime.Thesimulationgameoffers,ontheotherhand,amoreorlessbroadmodel
of how that Roman city functioned. Choose the learning tool based on the desired
learning outcome. One cannot expect a simulation of a war to yield the same
outcomeasthewaritselforacitybuildertolimiturbanplansonlytothosefoundin
the past. Broadly speaking, for the outcometobe the sameas that in thepast, the
causes, includingthe decisionsmade, mustbe the same.Ifasimulation gameisto
allow players choice at all, there must be the possibility for outcomes that did not
occurinthepast.
So if it is not an exact digital reconstruction of the past, which incidentally is a
physicalandphilosophicalimpossibility, what exactlymakesavideo game validfor
classroom use as a simulation? Primarily this: its core gameplay must offer
defensible explanations of historical causes and systems. The idea of a defensible
explanation is important when handling simulations. Arguments accepted by one
historianorgenerationofhistoriansareoftenrejectedbythenext.Whenitcomesto
thecriticalelementsofhistory,whyandhowthingshappen,therearenofacts,only
conventions.Conventions,inturn,arenothingmorethanargumentsthathaveheld
uptocriticismduetothestrengthoftheirexplanatorypowerandthestrengthofthe
supporting evidence. There is always room for a historical convention to be
undermined; indeed it is a timehonored tradition in history to challenge
conventions.Ifthis is trueof the bestarguments of historians,itis equally trueof
the interpretations of the past embedded in video games. To be considered a
hist orical simulation, then, a game does not need to offer an interpretation that is
perfect,whateverthatmightmean,butonethatisreasonablybasedontheavailable
evidence. Focusing on defensible arguments rather than correct arguments
promotes the idea so critical for training flexible, creative thinkers, that when it
comes to humans interpreting andmakingmeaningofthe past,there arefarmore
shades of gray and maybes than certainties. Students need to be encouraged,
therefore,toconsider whichmodelsin asimulationcanandcannotbesustainedby
historical evidence. So long as a game has enough historical merit in its core
explanations that students will be challenged to critique its validity, it is worth
consideration for classroom use. Indeed, inaccuracies in the game serve a useful
function:theygive students anopportunitytochallenge, just astheaccuraciesgive
themachancetosupport.
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Onceagameisselectedforclassthathasthecoredefensiblemodels,thenextstepis
tobeginconsideringthehistoricalproblemsposedbythe
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gameinordertoanticipatethetypesofresourcesandsupportstudentswillneedto
analyzethegame.Thesefallintotwocategories.Thefirstcategoryencompassesthe
hist orical issues modeled by gameplay itself. These are the problems agents in the
pastfacedthatarepartofthesimulation’scoreplay.Theycorrespondtothecontent
ofahistorycourse.Themostimportantoftheseisgenerallyhowtoassessandmake
tradeoffs. A tradeoff exists whenever there are multiple decisions the player can
make,thedecisionscannotallbesatisfiedsimultaneously,andthereis noclearcut
correct priority, but rather a variety of priorities that can shift depending on the
goalsoftheplayer.Simulationgamestendtorevolvearoundthismechanic.
The second kind of problem is one of interpretation. These are the metalevel
problems that must be considered when using simulation games effectively. If
students are not asked to reflect on the accuracy of the models in the simulations
theyplay,theteacherhassimplyreplacedoneauthoritariansourceoftruth,whether
a textbook, film, primary source, or the teacher, with another: the game. This will
not do.The greatstrength of a foundation in history is that it imparts theskillsto
critique and question claims to the truth, not to accept others’ claims without
substantiation.Hence,teachersshouldencouragestudentstoconsidertheproblems
ofinterpretationinagame,notjusttheproblemsofcontent.
Identifyingagame’sinterpretationofthepastisnomoreanaturalexerciseformost
students than unearthing the bias of a primary source or the underlying
assumptions of a modern author. Concrete guidelines, therefore, are needed to
scaffold students as they examine a simulation’s interpretation. The following
questionsareatthecoreofuncoveringanysimulation’spointofview:
Whatis the roleofthe player in the gameworld andwhat are thechallenges the
gameworldpresentstotheplayer?
What actions can the player take or not take to overcome the challenges? What
resourcesdoestheplayerhavewithwhichtoovercomechallenges?
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Whatare thetradeoffsin thegamewhen itcomestoactionsand thespendingof
resources?
What strategies or actions lead to success or failure and how are success and
failuremeasuredinthegame?
Agame reveals its designer’svisionof the past byexpressingsuccessandfailurein
certain terms—a number ofvotes,anamountofmoney,a certain population size—
anddictatingthetypesofactionstheplayer’shistoricalpersonacantake.
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FromTheorytoPractice:AClassroomCaseStudy
Now that the theoretical value of simulation games as interpretations has been
surveyed, it is time to demonstrate the theory by illustrating the practical steps
needed to design and implement simulationbased lessons. In particular, the
essentialstepscanbereducedtosix:
1.Selectagamewithdefensiblecoregameplay.
2.Select resources and design supplemental lessons that correspond to the
historicalproblemsposedbythegame.
3.Allocatetimetotrainstudentstoplay.
4.Arrangestudentsandstructuretimetoallowforobservationnotes.
5.Provideopportunitiesforanalyticalexercisesinvolvingthegame.
6.Cap the experience with opportunities for reflection and for critique of the
simulation.
The success of these steps requires that the teacher serves as an expert guide,
activelymonitoring students’progress, posingquestions,andoffering assistanceas
needed. [7][#N7l]
The stepsoutlinedabovewillbeillustratedthrough referencetocurrentpracticein
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a 2010 unit on Roman history studied by two ninthgrade classes from Cincinnati
Country Day School. As noted at the beginning of this chapter, the practices
currently employed in these classes have emerged from several years of design,
implementation, amixtureofsuccesses and failures,andrefinement.Thesteps are
reasonably well tested and provide an effective starting structure for lessons
involvingsimulations.Theparticulargameswillchange,butthebasicstructurewill
remainserviceableforsometime.Still,thesestepsarebynomeansthelastwordon
the subject; more effective strategies will emerge in response to further classroom
practice.
Theyear2010markedthe fifthyearimplementingsimulationbasedlessonsforthe
ninthgrade Romanhistory unit.Thegoal ofthis iterationwastobuild on smaller
scale past simulation game experiences and develop a more substantial
implementation. Previous simulation game exercises in the class had served as
supplementalcriticalthinkingexercises.ThestudentsplayedtheBattleoftheTrebia
in the gameRome: Total War, forexample, readthe accountsofthe battle passed
on by the ancient historians Polybius and Livy, and wrotecritiques of the accuracy
ofthegamebasedonthesesources.By2009thishad developedtothepointwhere
students could choose to play either Rome: Total War or CivCity: Rome and
research and write a critical essay. While these were worthwhile exercises in
historical methodology, theyseemed to beonly loosely connectedtotherest ofthe
unitonRoman
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history. The Hannibalic Wars were referenced in the class but, due to time
constraints,notstudiedinanydepth;thesamecouldbesaidforRomanwarfareand
Roman city life. Essentially, students were exercising their skills as historians but
notfocusingonatopicthatwasinanywayintegraltothisparticularunitonRoman
history.Thegoalofthe2010implementation,then,wastointegratethesimulations
morecompletelyinto theunit. In other words, the unitwas redesigned so that the
topics in the simulation games were made central. This way the advantages of
simulations toteachsystemswouldbeintegraltotheunitofstudy.Therearemany
games available on Roman history, but not a great breadth of topics. Essentially,
therearegamesthatfocusonRomanwarfareandimperialism,andgamesthatfocus
on Roman cities and the economy. Out of these, two games in particular were
selectedto serveas thecore classroomsimulations:Rome:Total War and CivCity:
Rome.
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Weretheselegitimate to use as classroom simulations? To determine thisrequires
considering the coregameplay of each,the firststep in designinganylesson based
on simulation games. The Creative Assembly’s R ome: Total War is a hybrid turn
based and realtime strategygame that runsonWindowsbasedPCs. [8] [#N8 l] In the
turnbased campaign mode, the player assumes leadership over one of three
aristocratic Roman factions: the Brutii, Julii, or Scipii—it is possible to play non
Romanfactions,butthisoptionwasnotextendedtostudentsfor theclass exercise.
EachfactionstartsincontroloftwoItaliancities.Theplayermustmanagethecities
under her control,constructing buildings thatadd to the economy, happiness, and
growthofthe settlement.Additionalbuildingsdeterminethetypesofmilitaryunits
that can be levied in the city. Using these cities as bases, the player conducts
diplomacy with, and campaigns against, any number of ancient powers as she
chooses.Campaignsare carried outon astylized topographical map of theancient
Mediterranean world, where armies, spies, and diplomats are each represented as
individual figures. The Senate of Rome, a faction controlled by the computer, also
issues missions to the player; these missions consist of military actions, ranging
from blockading ports to sacking enemy cities. When the player successfully
completes missions in the time allotted, her family’s reputation within the Senate
increasesandfamilymemberscanwin key politicaloffices. Iftheplayerignoresor
failstocompletetheSenate’smissions,shemaybebranded arebelandforcedinto
civilwaragainsttheRomanSenate.
Whenanarmyattemptstoenteraspaceoccupiedbyanenemyarmyorcity,abattle
ensues. These are conducted in realtime mode. In a pitched battle, the player
beginsbydeployinghistroopsononesideofabattlefieldwithterrainrangingfrom
desertstotreesandmountains.Inasiegethe
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deployment takesplacearounda settlement. Either way,the player knowsnothing
about the placements of the enemy army except that they will be deployed
somewhereonthe opposite sideofthemap. Afterdeployment, the positionsofthe
unitsinbotharmiesarerevealed,andthebattlebegins.Usinghismouse,theplayer
issuesorderstoindividualunitsofinfantry,cavalry,missiletroops,andskirmishers.
Units may march, wheel, change the depth and facing of their formations, attack,
and retreat. Orders are not carried out instantaneously; for a unit to change
formation, for example,the individual soldier models in the unit(ranging from40
to 240 models per unit) must shuffle from their current positions into the new
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positions. Individual units will fight so long as their level of morale remains high
enough.Ifsubjectedtoenoughcasualties,harassment,ordanger—realorperceived
—a unit willrout and flee the field. Once all of the player’s or computer’sunitsare
dest royed or in flight, the battle is over and the army with units remaining on the
fieldisthewinner.
There are certainly problems with the game’s accuracy, but this is true of all
simulation games: being too simplistic in places, incorporating inaccurate details,
andallowingtheplayeranextremelevelofcontrolthatarealRomangeneralwould
havetradedhisfavoritewarhorsetopossess. [9][#N9l] Yetmanyofthecoremechanics
in the game, while not flawless, are historically defensible. The campaign mode
illustrates in broad brushstrokes the historical constraints on Roman imperialism.
Communication and travel are slow, too slow given the length of game time
encompassedineachturn.Theimportantpartisthattravelclearlytakestimeinthe
gameasitshouldinthepreindustrialworld, particularly when theterrainisrough.
Diplomatsmustjourneytothecitiesofthe player’s rivalsto negotiatedeals,orvice
versa, reinforcing theidea that, in the ancient world, communication took place at
thespeedahumanoranimalwalked.Playingthecampaignmode,onegetsthesense
thatafair amountoffinancialmanagementandplanningwasnecessaryto support
Roman military campaigns—complementary to the historical reality that armies
wereexpensiveandrequiredtheflowoftaxmoney.
The game also has a solid model of ancient battle. The unit types available are
generally historically accurate, consisting of various formsofinfantry,cavalry, and
missiletroops.Theformationsoflightinfantryandheavyinfantrydiffer,asdothose
of light and heavy cavalry. As an added touch of realism, units move as groups of
individuals,and it takesa fair amount of shufflingfor aunit,once commanded, to
changeformation.Theinclusionofmoraleasacriticalfactoronthebattlefieldisan
especiallynicetouch.Eachunithasamoralelevelandisrenderedinoperativewhen
that level dips too low. The idea that morale, not casualties, was the most critical
factorin
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theoutcomeofancientbattlesisanimportantcomponentofunderstandingancient
war.
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CivCity:RomecomplementsthemilitaryandimperialfocusofRome:TotalWarby
concentrating on managing and supporting the lives of Roman citydwellers.
CivCity: Rome is a game of systems. [10] [#N10l] As governor and city planner, the
playermanagesanddevelopsaRomancity.Foodproduction,trade,watersupplies,
entertainment, defense, taxation,and anumberof otheraspects ofurbanlife must
be carefullymanagedto builda profitable, growing city.Essentially,thekeytask is
to create a net revenue stream through trade and property taxes. Both require a
sizeable and happy population, which in turn requires desirable housing within
walking distanceofavarietyofgoodsandservices. Housesbeginasshacksandcan
evolve into villas when their inhabitants have nearby access to necessities and
luxuries ranging from water and meat, to clothing, education, and entertainment.
Access to water is provided by constructing a nearby well or cistern. All other
productsareprovidedbyshops,eachsellingonetypeofgood. Asahouse evolvesit
providesgreatertaxrevenues.
The underlying economy of the game functions using what is sometimes called a
daisychainmodel:twoormorebuildingsworkinconjunctiontoproduceafinished
foodproductoritemfromrawmaterials.So,forexample,wheatisgrownonawheat
farm , ground into flour by a mill, and baked into bread. The digital inhabitants of
houseswithinwalkingdistanceof thebakerywillgettheir food there;accesstothe
bakery,inturn,isoneofthelowerlevelrequirementsfordesirablehousing.Surplus
bread is stored in the city’s granaries and becomes part of the general food supply
forthecity.Treesfromforests,togiveasecondexample,areturnedintolumberby
lumber camps. Bed makers and cabinet makers construct theirrespectiveproducts
fromthelumberandsellthemtothepopulace.Surplusgoodsofthissortarestored
in the city’s warehouses. Trade occurs when the player constructs the necessary
building chains to create, store, and trade goods abroad through a trade center or
dockyard.
Noneoftheseendeavorswillsucceed,however,ifthegeneralpopulationisnotkept
happy,aseparateissuefromcatering tothedesiresofindividualpropertydwellers.
Measured on a scale from 100 to 100, the happiness of the population increases
whenenoughinhabitantshaveaccesstosufficientfood,housing,jobs,services,and
amenities.Conversely,alackoftheselowershappiness.Whenthelevelofhappiness
is positive, the city will attract immigrants; negative happiness causes citizens to
abandonthecity.
CivCity hasitsshareofflaws. [11] [#N11l] Themost egregiousofthese is the command
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economy.Asonemightexpectfromacitybuildinggame,theplayerhastheultimate
decisionsaboutwhatisconstructed,whatisproduced,and
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what is sold. Certainly, emperors and governors worked to secure grain supplies,
provide entertainment, and maintain infrastructures for urban populations, but
there was a sizeable market element at work in the economics of ancient cities. A
second problem, though one more easily overlooked, is that buildings are
constructed instantaneouslywithout laboror supplies,thoughthey do costmoney.
On a more general level, though, the core models are defensible. The idea, for
example, that Roman cities were filled with consumers whose needs had to be
satisfiedtoacertainlevelinorderforthecitytothriveisreasonable.
The g eneral s upply mo dels are also rea sonable . The pri nciple t hat inha bitants in a
citywalked orusedanimalstotransport goodsis well reflected.Resources mustbe
provided within walking distance of a house for the house’s inhabitants to benefit
from it. Roads speed travel, making it easier for traders and consumers to obtain
moregoodsmorequickly.Furthermore,theprinciplethatallproductsundergoaset
of steps from raw material to finished good is also well represented. Overall, the
illustrationthattheneedsandwantsofRomanurbaniteshadtobemetforacityto
bepeacefulandprosperousissound.
Both of these games contain some defensible explanations of human activity and,
thus,wereessentiallysuitablefortheninthgradeclass.Thisallsoundsverygoodon
paper,butsomeeducators examiningthesegames mightreasonably objectthatthe
criteriaappliedherearetooforgiving.Inasense,onemightconcede,CivCity:Rome
has a defensible economic model in that consumers’ needs are met by businesses
that gain their products from manufacturers who extract raw materials from the
environment,butonlyinasense.Thisisageneralmodelatbest,somewillsay,and
outweighed by the sense of a command economy presented by the game. Or, one
mightobject,Rome:TotalWar hasareasonablebattlefieldmodel, butthefactthat
players can create hodgepodge armies composed of troop types from the republic
fightingalongsidetrooptypesoftheempireandplayerscanpersonallygoverncities
as a family faction leader, not an agent of the government, is taking too many
liberties.
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Twoconsiderationsare criticalinthe rationaleforusinggamessuchasthese.First,
history itself is not a static, perfected representation of the past. It is a set of
meaningful and defensible interpretations. History students, therefore, are taught
bestwhentheyaretaughttheskillsandmethodsofthehistorian,notsaturatedwith
alistofevents,causes,and effectsalreadyestablishedbytheauthorities.Theflaws
in a game cannot be overlooked. Quite the contrary: largescale flaws in a game
provideexcellentopportunitiesforstudentstopracticetheirskillsofcriticism.Ifthe
only flaws in a game are subtle minutiae, students will not have any reasonable
opportunitytooffer
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critiques, the core of the historian’s practice. Better still, one person’s flaw is
another person’s accurate portrayal. So, for example, while one student analyzing
the game concluded that the command economy in CivCity: Rome is a
fundamentallyflawedmodelfortheearlyempire,anotherfocusingonthelatethird
century notedthatDiocletianfixedpricesand even mandatedthatsonsfollowtheir
fathersinthesameprofessions.Second,theteachermustserveasthecoreresource
and facilitator to make sure that the necessary kinds of criticism take place. If
students do not, on their own, notice the command economy in the game or the
unhistorical units, the teacher must pose questions and provide opportunities for
studentstoengageinthenecessarycritiques.
Havingestablishedthatthesesimulationgamesweresuitableforclassroomuse,the
nextstep was to determinethe sortsofproblems they pose. This would dictate the
kinds of documentary evidence, support materials, and related learning activities
thatneededtobearranged.ProblemsofcontentinRome:TotalWarinclude:
howtoovercomechallengesposedbygeography,limitedresources,andpersonnel
todevelopalastingempire;
how to weigheconomic, political, and militaryalternatives in the development of
anempireandchoosebetweencompetinggoals;
how to deploy and employ different troop types in battle to take advantage of
terrain,maximizemorale,andachievemilitaryvictories.
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CivCity:Romepresentsitsownsetofhistoricalproblems,including:
how to organize city development so that city inhabitants receive the necessary
suppliesandmaterialstocarryouttheirlivesandprofessions;
howtosatisfythesubsistenceneeds,andhigherleveldesiresofcityinhabitantsin
economicallyeffectiveways;
how to foster an effective manufacturing, trade, and supply network using
preindustrialformsofproduction,transport,andcommunication.
Asfarastheproblemsofinterpretation,theyarenearlylimitless.Anyelementofthe
gamescanbesubjectedtoscrutiny.
Tosupportthestudyofthesecontentproblems,asetofsupplementallectures,core
readings,andother supportingmedia shouldbepreparedcorrespondingto thekey
content areas in the simulations. In the case of these two simulations the lecture
topicsselectedwereanoverviewofRomanhistory,the constitution oftherepublic,
thealliancesystem,aristocraticcompetition,urbanplanning,anddailylifeincities.
Excerptsofmodern
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secondary source readings provided additional detail on each of these topics. In
addition, a set of relevant ancient primary and secondary source excerpts was
collected: the writings of Polybius and Livy, the letters of the governor Pliny,
epitaphs for working women in cities, and the like. It is beyond the scope of this
chaptertogointothedetailsofgatheringtheseresources,butitisworthnotingthat
the Internet contains many if not all the original source materials needed for
anything short of a professionallevel analysis of these topics. Above all, students
needtoengageavarietyofrichsourcesofevidenceastheyplay.Althoughachapter
like this understandably focuses on the games, the time that should be spent
studyingthesesourcesofevidenceisacriticalpartofanysimulationlesson.
With the content problems and supporting resources relatively set, the remaining
learningobjectivesneededtobedeterminedandtheappropriatelessonsdesignedto
achieve those objectives. In the case of the Roman history unit, these learning
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objectives focused on several core skills critical to the discipline of history and, in
somecases,futureprofessionalsuccessintheworld:
practicingcollaborationtosolveproblems;
developingwritingfluencythroughregularpracticeofwrittenexpression;
forming meaningfulhistoricalquestionsaboutRomanhistory; thinking aboutthe
worldoftheRomansandhowtheybehavedinit;
conductingresearchbasedonthehistoricalquestionsposed;
composing a formal essay evaluating the accuracy of the interpretations in the
simulations;checkingtheinformationinmultiplesourcesagainsteachother.
These are far from the only things of value students can learn while studying
historicalsimulations,buttheyareacoresetofhighlyimportantskills.
Learning objectives established, the next step was to plan for productive play and
observation sessions that would lay the foundation for later research exercises.
Thereareseveralbasicstepsinplanningeffectivesimulationexperiences.Thefirst,
alreadymentioned,isselectingrichsourcesofevidenceandsupplementalresources.
Theothersare:
trainingstudentstoplaythegame;
formingplayandobservationteams;
promotingandfacilitatingobservation;
fosteringreflectionandanalysis.
It is important to trace the progression of experiments and reasoning that led to
thesesteps,particularlytheimperativetobeginbytrainingstudentswell
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to play the game. Since the ultimate goal of history teachers is to get students to
analyze,synthesize,andevaluate,itcanbeverytemptingtorushstudentslearninga
game and move them quickly into analysis. While I assumed, in my first uses of
simulation gamesin the classroom,thatstudents wouldneedsometime tobecome
familiarwith the game,I greatly underestimatedthe actualamountoftimeneeded
and triedto jump quickly into analysis—say,afterfortyfiveminutesofexposureto
the game. Time has demonstrated that rushing students through this training can
undermine the effectivenessof the whole lesson. Resisting the temptation to hurry
on to the analysis is critical. Students must be taught to play the game and given
sufficient opportunity to do so before they are asked to analyze and evaluate the
game’s models. The overall quality of the learning experience can be diminished
greatly byshortchanging thetimespentlearningtoplay thesimulation.Itisalltoo
often assumed that students under the age of, say, 25 are naturally disposed to
playingvideogames.Thisisasuspectassumptionatbest,butcertainlynotthecase
withhistoricalstrategygames,thecoregenreforsimulations.Somestudentssimply
donotplayvideogames,andskillmanipulatingacellphone,navigatingawebpage,
or communicating through Facebook is not the same thing. Many do play video
games, but they are console games like Left 4 Dead and Modern Warfare, which
emphasize fast reflexes, superior handeye coordination, and quick tactics rather
than the slowerpaced, managerial and strategic skills required by a historical
strategygame.
Perhaps most importantly, it is decidedly not the case that students will be
categoricallysooverjoyedtoplayasimulationgamethattheywillthrowthemselves
wholeheartedlyintothetaskoflearningtoplay.Thiswillbetrueofsomestudentsat
least. Some students would simply rather not play a simulation—though the same
could be said about writing a paper. They find the experience offers unsettling
challenges, requiringthemtoexercisea levelofindependenceandproblemsolving
to which they are unaccustomed, all the while concerned about how this activity
translatesintothegradestheywillearninclass.Thisismostoftenthecasewiththe
strongest traditional learners. Many, though hardly all, would rather sit through a
traditional lecture because they knowhowtoscore well ontestsandpapers in that
environment; conversely, a simulation game would challenge them to think in
different ways. This is a major reason why they should play simulation games: to
learntothinkflexibly.Indeed,oneofthevaluesofahistoryeducationistolearnto
challenge assumptions—others’ and one’s own; that includes assumptions about
what forms of media can be subjected to historical analysis. Expect, however, that
not all students will be enthusiastic. Under ordinary circumstances, though, how
regularly does or evenshouldateacher ask for the consensus of the classonevery
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singletopicofstudyand
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assessment?Simulationgamesarewellworthincludingintheclassroom.Iftheyare
incorporated primarily for entertainment reasons, however, rather than for their
relevantstrengthsaslearningtools,theteacherisinforadisappointment.
Since the potential appeal of simulations does not guarantee students will
wholeheartedly and easily learn to play, like any other skill in a class, playing a
particulargamemustbetaught.Althoughsomevideogameshaveexcellent builtin
tutorials, it is sometimes more effective to bypass the tutorials and devote one or
two classes to training students how to play directly. The scope of the tutorial
relative to the gameplay the teacher wants to emphasize, the available class time,
andthemotivationofstudentstolearnarethekeyfactorswhendecidingwhetherto
go with a game’s preexisting tutorials or to create a more tailored training
experience. The tutorial in Rome: Total War, for example, spends a great deal of
timefocusingontheparticularsofcommandingarmiesinbattles.Iftheemphasisin
class will be on the higher strategic level of play, the tutorial may effectively be
replacedby the teacher’sinstruction. Ifthe focusis on battlefield dynamics,on the
otherhand,thetutorialisagreattooltohelplearnthegame.Thebasicprinciplesof
CivCity: Rome, on the other hand, can probably be relayed more efficiently by a
teac her than by the game’s own tutorial. The bottom line, though, is that students
needtolearnthegamefairlywelltobeabletocritiqueit.
This principle has developed from the experiences of numerous classroom
implementations, including the most recent lessons using Rome: Total War and
CivCity:Rome.Forvariousreasons—asI recall,the lastminute disappearanceof a
projectorthatwould allowme toleadstudents byexamplethroughtheearlystages
of the game—the studentslearnedto play Rome:TotalWarthroughthetutorial. A
numberbecameboggeddownbythebattlefieldcomponent.Sincetheywerenotable
to save theirprogress inthe middle ofthe battletutorial,these students effectively
had tospend more than oneclasscompletingwhat ideallymighthavebeena forty
fiveminutetutorial.Ultimately,Ihadtoprovideafairamountofadditionalsupport
tohelpstudentsbecomecomfortablewithplayingthegame,supportthatmightwell
havebeenunnecessaryhadIdirectlytrainedstudents.Incontrast,studentsreceived
direct training in CivC ity: Rome and were clearly far more comfortable with that
game. Therewere assuredly otherfactors at work—there always are—but erring on
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thesideofprovidingformaltraining,whilenotalwaysessential,willtendtoproduce
themostconsistentresults.
Whatdoesformaltraininglooklikeinpractice?Thenumberofstudents,theirages,
theirabilities,andtheirlevelsofmotivationwilldeterminethefeeloftheclassroom.
It is best, however, to err on the side of creating a highly structured training
environment;thiswillhelpkeepmorerambunctious
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studentsontaskwhilealsoprovidingextrasupportforthosewhoneedreassurance.
Firs t, run the game on a computer that has a projected display. Start the game on
the easiest setting and provide explicit instructions for playing the game. While it
can be helpful to have students observe the game and take notes before playing
along, most will not begin to learn how to play until they actually have to do so
themselves. This can be accomplished in a structured fashion by having students
followalong ontheirowncomputersandcarry outtheinstructionsexecutedbythe
teacher.
These instructions will vary from game to game and class to class, but there are
somecommonelements.First,introducestudentstothebasicgoalsofthegame.In
Rome: Total War, the general goal is to complete the missions assigned by the
Senate and, in general, expand one’s empire by capturing enemy territories. In
CivCity: Rome, on the other hand, the general mission is to build a city that
generates a positive revenue stream. It is not always immediately apparent to
students what they should be doing in a game. Providing general goals keeps
students focused on gameplay and enables them to play more independently.
Second,instructstudentsinbasicgamemechanicsandprovidesimplestrategiesfor
asuccessful starttothegame.InRome:Total Warthismeans surveyingthe basics
of building up cities, recruiting soldiers, maneuvering armies, and conducting
sieges. In CivCity: Rome this means training students to identify and create the
variousdaisychainsthatsupporttheeconomyandprovidenecessitiestodeveloping
residential areas. Third, provide students with general problemsolving strategies
and resources.Theseincludetheirpeers,webforumsdevotedto the game,andthe
game manual. If available, it can be particularly helpful to set up an online
discussionforumusingMoodleorsomeotheronlinecontentmanagementsystemso
thatstudentscanaskandanswerquestionsinaformatthatthewholeclasscansee.
Dependingonthemotivationofstudents,itdoesnothurttoincentivizeorexplicitly
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requirepostingquestionsandanswersontheforum.Theamountoftimedevotedto
training will vary. With games of moderate complexity like Rome: Total War a nd
CivCity: Rome, plan for about two hours of training. This can be portioned in
differentamountsofclassandoutofclasstime,astimeandresourcesallow.
After students learn the basics of the game, they should shift into the observation
phase. The goalof this phase is to create alablike environment in which students
canobservehowthesimulationworksandmakenotesaccordingly.Tothisend,itis
oftenagoodideatoformteams ofthreefortheobservationphaseratherthanhave
studentsplaythegameindividually,atleastwhenplaytakesplaceduringclasstime.
In this kind of grouping one student plays the game while the other two take
observation notes;aftera certain amountofplaytime, the team members exchange
tasks.Thiskind
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of setup encourages the taking of effective notes and prevents an individual from
gettingtooengrossedintheplaytoreflect;itisthemethodthatwasusedmostoften
in the Roman history unit. With most students,itis agood ideato stop classroom
gameplay every twenty to thirty minutes and spend five minutes catching up on
notes. Children and adults alikecaneasilygettoo engrossedina game to stop and
makenoteswithoutprompting.Thepointofthewholesimulationexercise,however,
isnotforstudentstobeentertained;itisforthemtolearn.
Providingguidelinescanenhancethequalityofobservations.Sometimesthisisjust
amatterofintroducing the leading topics students should use to focustheir notes.
Somegeneralexamplessuitedformostsimulationgamesinclude:
the role of the player in the game world and the challenges the game world
presents;
theactionstheplayertakestoovercomethechallenges;
the tradeoffs in the game between competing actions and the spending of finite
resources;
the strategies and actions thatlead to successor failure and themeasurement of
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successandfailureinthegame.
Certain games, especially short webbased games, lend themselves to a system
where the player records the choices she makes every turn, rationales for each
choice, and the results of the choices. Rome: Total War and CivCity: Rome are
complex enough, however, to justify taking regular pauses from the game even
thoughstudentsweregenerallyarrangedintrios ofoneplayerandtwonotetakers.
Thesepausesemphasizetheneedtoobserveandrecordtheplayexperience.
Afterloggingsufficientobservations,moreanalyticaltaskscanbeintroduced.These
can include problembased learning style exercises inspired by student questions,
explicit teacher instructions, or both. When analyzing Rome: Total War, for
example,somestudentsattemptedtodeterminehowfarRomanarmiescouldtravel
inasixmonthgameturn.Theyneeded todevelopproblemsolvingstrategies todo
so. Witha bit ofSocratic questioning on the teacher’spart, studentsbegan looking
at online maps, making rough calculations of distances and times, and comparing
themto historicaldataontroop marches. Otherstudentswereconcerned with how
winteraffectedtheRomanarmy.Theyengagedinaseriesofexperiments,lookingat
the supplycostsforthearmiesinspring andinwinter. Theseexperiments allarose
from students’ primary research questions and so only the students researching
travel,forexample,rantravelexperimentsinthegame.
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EncouragedbythesightofstudentsconductingexperimentswithRome:TotalWar,
however, inspired me to assign to the whole class some explicit analytical tasks
concerningthegamemodelsinCivCity:Rome.Forexample:
Diagramthreefoodsupplysystemsandproductsupplysystems.Includeeachstep
inthechain.
Duringplay,youreceivethemessage,“Sir,yourgranaryisempty.”Whatdoesthis
mean?Whatstepsmustyoutaketothoroughlydiagnosetheproblem?Drawaflow
charttoindicatethepotentialproblemsandsolutions.
The abilityofsimulationgamestoserveasfoundationsforproblembasedlearning
(PBL) exercises is one of the more promising areas in need of development.
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ExcellentPBLsessionscanbe createdbyposing inquirytasksthatrequire students
to develop problemsolving plans. In future uses of these games, for example,
studentscouldbechargedto:
determine the scale of the city map in CivCity: Rome and based on this scale
compare and evaluate the amount of farmland compared to the amount of civic
space;
determinetheratioof farmstopeople inthegame and compare this to historical
evidenceforpeasantsocieties;
determine the scale of armies in RTW and, based on this scale, determine the
accuracyofthemapandthespeedatwhicharmiescantravelinthegame.
Exercises like these can hone problemsolving skills, increase students’ familiarity
withgamemodels,andgeneratesomeinsightsintothepastatthesametime.
Throughout the observation and analysis phases, students should study historical
evidence and reflect regularly on their experiences in the game. The Country Day
studentsused ablog to recordobservation notes, enterreflectionsontheirgaming
experiences, and pose questions about the interpretations of the games. The
advantageoftheblogsystemisitpromotedtheideathatthestudentsarealearning
communityandthattheycanshareandlearnfromoneanother. [12][#N12l]
Once the observation, analysis, and reflection components are completed, the
historicalresourcesstudied,andlecturesheard,itwastimetoundertakesomeform
offormalresearchandwrittencritique. Inaccordancewiththegreatimportanceof
developingstudents’criticalwritingskills,myninthgradersweretaskedtoresearch
andwriteaformalcriticalessay
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about some aspect of the game. This was an exercise in forming meaningful
questions, understanding how the game answers the questions, studying evidence,
and constructing a formal analysis. First, students posted two or three historical
questions raised by the game and discussed these in class. The questions ran an
impressivegamut.ForRome:TotalWar:
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HowdidtheRomanstreatcapturedcities?
WhatwerethestrengthsandweaknessesoftheRomanalliancesysteminItaly?
How did distance and geography affect communications between the Senate and
armiesinthefield?Howdidthesefactorsaffectdiplomacywithotherpeoples?
DidtheRomansacquireanempireinselfdefenseorthroughactiveaggression?
Howweresiegesconducted?
Whatwastheroleofmoraleinbattlefieldvictories andhowdidtheRomansraise
andmaintainmorale?
CivCity:Romeevokedthesequestions:
How extensive was trade between private citizens in the Empire as opposed to
governmentsponsoredtrade?
Towhatextentwastheeconomyofthecitycontrolledbythegovernment?
How important were public gardens, fountains, and other amenities to the
happinessofanancientcity’sinhabitants?
To what extent was the happiness of Roman citizens really a high priority for
governmentofficials?
WhereandhowdidRomansobtaintheirsuppliesforconstructingcities,especially
whensuitableresourceswerenotnearby?
HowcriticalaproblemwasfireinancientcitiesandhowdidtheRomansdealwith
firefighting?
Interestingly enough, one of the most common sources of frustration and most
common historical questions raised by the game concerned the distances the
inhabitants of CivCity: Rome w ere will ing to wa lk to sat isfy the ir needs. Many felt
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the radius thedigital inhabitants werewilling to travel was simply too limitedand
raised the question: how far could or would inhabitants of a Roman city have to
traveltoobtainthegoodsandservicestheywantedandneeded?
The significance of these questions should not be underestimated. The students
essentiallycameupwiththeirownmeaningful,highlevelhistorical
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questions. Perhaps most striking, all of these questions have been the subjects of
researchandwriting byprofessionalhistorians;whenpresented with agame,these
students were able to pose the kinds of questions that experts in the field do. [13]
[#N13l] Rather than be assigned a research question, every student was able to
formulateameaningfulquestionforresearch.
The s tudents then presented the questions in class that they wanted to investigate
fortheirpapers.Iofferedsuggestions,asnecessary,foravenuesofinvestigationand
sources of evidence. To promote the legitimacy of their authentic historical
questions and encourage a spirit of collaboration, students were able to switch
ques tions an d pursue differe nt lines of inqui ry if a cl assmate present ed a ques tion
they found more intriguing. Subsequently, they researched and wrote persuasive,
evidencebased essays arguing how accurately the simulation portrayed the issues
they chose to investigate. Google Books was the assigned research tool, though
studentswere also encouraged to use primary and secondarysource excerpts from
their class readings. Google Books offers considerable advantages as a tool for
teaching basic research. While the system does reduce the need to pore through
librarystacks,arguablythatisnotthecoreofresearchanyway.Withlargenumbers
of book excerpts available, students can pursue virtually any topic raised by the
simulation. Nor are the students’ obligations to read and consider the evidence
negated by the search tool. Any search can return large numbers of texts. This
meansstudents mustpractice scanning workstofind thosethat are actually useful
for the argument they are making—a coreresearchskill.Thisalso requires them to
makesuretheyunderstandenoughofthecontextsurroundingtheevidence,toavoid
misrepresentingevidence.
Thesepapersservedastheprimaryformofassessmentforthesimulationunits.The
effectiveness of the exercise can only be demonstrated anecdotally, but several
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aspects of the papers the students wrote stood out from the typical ninthgrade
persuasive essay assignments I have assigned over the decade. First, as noted
earlier, the great variety of highquality topics that the students pursued was
impressive. Thiswasboth afunction ofthe simulations’ ability to raisea variety of
questions and the flexibilityofthe available research tools. Formost of us, getting
studentstoexploreauthentic,highquality questionsand constructformalanswers
based on historical research is a difficult task, indeed. One common solution is to
get students to form their own questions. Asking students to form their own
questionswithoutsufficientgroundinginthepossibilities, however, can sometimes
leadtothewritingofreportsratherthanarguments,orthetacklingofquestionstoo
largeortoogeneralto beappropriateforaclasspaper.Assigning asingle question
tothewholeclass,ontheotherhand,canensurethatthetaskstudentsundertakeis
viable.Butthiskindofstandardizationhasits
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costs; it removes the opportunity for students to form their own questions and
pursue their own lines of inquiry. This has certainly been my experience over the
years.Thesesimulationpapersweresomethingdifferentfromthe norm.Theywere
varied and original. Indeed, somestudents choseto pursue the samequestion, but
conducted their research and argumentation in strikingly different ways. In short,
these papers were excellent models of the kind of work historians and history
teachersshouldvalue.
At no point should it be understood that the use of simulation games in the
classroom has reached anything approaching a pinnacle of effectiveness. There are
many areas where further experimentation, in addition to formal research, is
needed. Thegoal ofusingsimulationgamesasatoolforstudying, researching, and
critiquing historical models was generally successful in this most recent
implementation. Still thereare importantareastoexpandonin the future. Two in
particular stand out. First, exercises should be developed that require students to
explore andlearnthe generalcontentofthegamesmoreclosely.Itis critical tothe
use ofhistoricalsimulation gamesto take them asinterpretationsandthusinneed
ofcorroborationfromhistoricalsources. Forpracticalpurposes,however,there are
areas of wellestablished historical convention within these and other simulation
gamesthattheteachercanidentify for students tolearn whilestillmaintainingthe
standardthatthegamesareinterpretations,notsourcesoftruth.Forexample,itis
reasonable for students to review, record, and be assessed on elements of content
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containedinthegamessuchas,forexample:
WhatwerethekeycomponentsofaRomanarmyandtheirequipment?
What were the different types of housing in a Roman city and how can each be
accuratelycharacterized?
What are the geographic locations of the Romans, Greeks, Macedonians, Gauls,
Carthaginians, and the like? What are the main topographical features of the
regionseachcultureoccupied?
WhatwereprimaryformsofentertainmentinaRomancity?
Obtaining purely factual knowledge by itself, as opposed to honing higherorder
analysis and evaluation skills, is an insufficient reason to justify the time and
potentialexpenseofasimulation.Itdoesnotfollow,however, that teachers should
pass up obvious opportunities to get students to learn core information as they
engageinthesimulation.Ofcourse,caremustbetakenbytheteachertomakesure
that students are guided through the more and less accurate aspects of game
content.
Thesecondareaforexpansionistodiscussinmorequantifiabletermswithstudents
thecoremechanicsthatareatworkinthegamesthemselves.
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Theorists on the role of games in learning and popular culture increasingly stress
theimportanceofproceduralliteracy:thatthosewhowishtotreatsimulationgames
critically must be aware of the procedures—the algorithms and routines—that
underlie them. [14] [#N14l] The implementation outlined above treated the games as
texts, which they certainly are, and focused on discussing the interpretations of
thesetexts.Thediscussions,however,didnotreallyaddressthefactthatthegames
havequiteprecise,althoughsometimessimplistic,mathematicalmodelsunderlying
them and those models themselves are inherently subject to human bias, let alone
miscalculation. Introducing the idea that these games contain quantifiable models
that are, despite their quantification, far from perfectly accurate, is an important
stepalong the way tolearning totreattechnology as atool, not adeity.Topics like
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this could readily be addressed through general discussions of variables and their
relations at a level reasonable for those with a basic knowledge of algebra. So, for
example,studentscouldoutlinewhatthemainvariableslikely areinthebattlefield
modelof Rome:TotalWarandhowthosevariableslikely interrelate, orsomething
similarforthedeterminationofpropertyvaluesinCivCity:Rome.
In closing, it is worth considering once again why many teachers, even those who
have kept reading up to this point, still feel uncomfortable or outright skeptical of
theideaofexperimentingwithsimulations.Thisisprobablyparticularlythecasefor
those who teachpublicschool curriculadictated by school boards, statestandards,
and highstakes tests. Educators in these situations—and there are many—may
rightly feelthat they havelittleroomtoimprovise,innovate, and experiment, little
roomtodeviate inany significant way fromtraditionalmethods ofinstruction and
the prescribed curriculum. To be fair, teaching in an independent school has
provided me, like so many independent school teachers, with greater discretion in
settingclassroomcurriculaandpedagogicalapproachesthanteachershaveinmany
schools.Still,thereareways for teachers with lessflexible curricula to incorporate
simulation games effectively in the classroom. The options for simulations extend
far beyondRome:Total WarandCivCity:Rome. Therearesimulations addressing
a wide variety of topics and periods. There are also a host of freely available web
basedsimulationsthataddresscontemporaryissuesandrequirenomorethanahalf
hourtoplay. Thosewho cannot spenddays away froma mandatedcurriculumcan
use these smallerscale games to engage in more economically chunked critical
thinkingexercises.
Withsomanyoptions,largeandsmall,let’sturnthisprimaryobjectiononitshead.
The real question is, what are we teaching our students if we never improvise,
innovate, and experiment; never deviate in any significant way from traditional
methodsofinstructionandtheprescribedcurriculum?
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How can history teachers effectively prepare their students for the twentyfirst
century bysuggestingthatteachersarethesolesourceofauthority;thatlearningis
something that is received through oral and written texts alone; that historical
interpretationscanonlybecapturedinletters,neverinimageandcode?Simulation
games can play an integral role in teaching history as a twentyfirstcentury
discipline,whentheyaretreatedassomeofthemanyformsofinterpretationofthe
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past, with special properties for representing the world, but no particular claim to
truth. In practice this requires allowing simulations to pose problems and inspire
authenticquestionsaboutthepastthatstudentscantackle.
Afinalthought:certainly,adopting this stance and pedagogy doesrequireteachers
with some confidence and skill in the methodologies of a historian. When a class
shifts from the transmission of information to openended problem solving, there
willbemanytimeswhentheteachersimplydoesnothavean answeron hand.This
isthepoint;studentsneedtolearn,overtimeofcourse,tofunctionasindependent
historians, not simply to rely on the closest source of authority for answers.
Adopting this principle has the potential to open up a teacher’s history classes to
engage in something far closer to the true inquiry of the professionals. There is
much to be gai ned. In a world wi th so man y compet ing clai ms to the truth, where
vocal figures in politics, the media, entertainment, and religion offer versions of
realitythatareofteninconflictandinneedofcritique,aneducatedpersonmustbe
able to judge the validity not only of discrete facts, but of competing claims to
historical truth. Students who are taught more than the chronology, or even the
storyofhistory,andlearntodohistoryhavetheopportunitytoacquirecrucialskills
of critique, analysis, and interpretation of human events. Students who learn that
interpretations are not only ensconced in writing, but are embedded in videos,
podcasts, mashups, and, yes, video games, can gain valuable tools for negotiating
themodernworld.
Notes
1.TheseminalworkinthefieldcomesfromJamesPaulGee,andreadersinterested
in learning about general games and learning theory should start with his books,
What Video Games Have to Teach Us about Learning and Literacy (New York:
PalgraveMacmillan,2003)andGood VideoGamesandGoodLearning(NewYork:
PeterLang,2007).SeealsoDavidWilliamson Shaffer, How Computer GamesHelp
Chil dren Learn (New York: Palgrave Macmillan, 2006). Important work has been
donein the journals,andthefollowingarticlesoffer goodpoints of introduction to
the field: Rosemary Garris, Robert Ahlers, and James E. Driskell, “Games,
Moti vation, and Learning: A Research and Practice Model,” Simulation & Gaming
33 (2002): 441–67; Harold F. O’Neil, Richard Wainess, and Eva L. Baker,
“ClassificationofLearning
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Outcomes: Evidence from the Computer Games Literature,” The Curriculum
Journal 16 (2005): 455–74; Kurt Squire et al., “Design Principles of Next
GenerationDigitalGaming forEducation,”EducationalTechnology43(2003): 17–
23; Susan McLester,“Game Plan,” Technology and Learning 2 6 (2005): 18–26; S.
Tobias and J. Fletcher, “What Research Has to Say about Designing Computer
Games for Learning,” Educational Technology 47 (2007): 20–29. For a
counterpoint to these studies, see R. Clark, “Learning from Serious Games?
Arguments, Evidence, and Research Suggestions,” Educational Technology 47
(2007): 56–59. Be sure to read Squire’s response to Clark in K. Squire, “Games,
Learning,andSociety:BuildingaField,”EducationalTechnology47(2007):51–55.
[#N1lptr1]
2. For some definitions, see S. Tobias and J. Fletcher, “What Research Has to Say
about Designing Computer Games for Learning,” Educational Technology 47
(2007): 20–29; Christian Elverdam and Espen Aarseth, “Game Classification and
Game Design: Construction through Critical Analysis,” Games and Culture 2
(2007):3–22,accessedOctober12,2010,http://gac.sagepub.com/cgi/reprint/2/1/3
[http://gac.sagepub.com/cgi/reprint/2/1/3];KatieSalenandEricZimmerman,Rulesof
Play:GameDesignFundamentals(Cambridge,Mass.:MITPress,2003),422–58.
[#N2lptr1]
3.SalenandZimmerman,80. [#N3lptr1]
4. This can be compared to the established use of microworlds in science and
mathematics education. On microworlds, see John Bransford et al., eds., How
People Learn (Washington D.C.: National Academy Press, 1999); Shaffer, 67–71;
James M. Monaghan and John Clement, “Algorithms, Visualization, and Mental
Models: High School Students’ Interactions with a Relative Motion Simulation,”
JournalofScienceEducationandTechnology9(2006):311–25;BarbaraWhiteand
John R. Frederiksen, “Inquiry, Modeling, and Metacognition: Making Science
Accessible to All Students,” Cognition and Instruction 16 (1998): 3–118; Leslie P.
Steffe and Heide G. Wiegel, “Cognitive Play and Mathematical Learning in
Computer Microworlds,” Educational Studies in Mathematics 26 (1994): 111–34;
RoxanaMorenoetal.,“TheCaseforSocialAgencyinComputerBasedTeaching:Do
Students Learn More Deeply When They Interact with Animated Pedagogical
Agents?”CognitionandInstruction19(2001):177–213;Maria Kordaki, “The Effect
ofToolsofaComputerMicroworldonStudents’StrategiesRegardingtheConceptof
Conservation of Area,” Educational Studies in Mathematics 52 (2003): 177–209.
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[#N4lptr1]
5. Samuel S. Wineburg, Historical Thinking and Other Unnatural Acts
(Philadelphia:TempleUniversityPress,2001),63–88,detailsaseminalexperiment
in the difference between how students and professional historians read texts.
[#N5lptr1]
6.AsrecentlyashisinterviewforKotakuTalkRadioonMay5,2010,mp3interview
file, accessed July 31, 2012, http://kotaku.com/5531995/anhourofsidmeier
brillianceincludinghissurpriseguitarheroregret [http://kotaku.com/5531995/an
%C2%ADhour%C2%ADof%C2%ADsid%C2%ADmeier%C2%ADbrilliance
%C2%ADincluding%C2%ADhis%C2%ADsurprise%C2%ADguitar%C2%ADhero
%C2% ADregret] . Sid Meier, the creator of the Civilization series, noted once again
thatheandhisdesignteamsfocusedonmakinganentertainingandengaginggame
firstandaddedthehistoricalresearchafterthefact. [#N6lptr1]
7.RichardE.Mayer,“ShouldThere Bea ThreeStrikesRuleagainstPureDiscovery
Learning?” American Psychologist 59 (2004): 14–19, is an excellent study
suggestingthatinquirylearningismosteffectivewhentheteacherremainsanactive
presenceintheactivity. [#N7lptr1]
8.CurrentlyavailablethroughtheonlineservicesSteam(store.steampowered.com),
and Direct2Drive, accessed July 31, 2012, www.Direct2Drive.com
[http://www.Direct2Drive.com]; Amazon.comisanexcellent source for hard copies.
[#N8lptr1]
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9.These are not particularlycontroversial points inthe field, but for some support
ofthegeneraloutlineshere,onecouldexamineJohnRichandGrahamShipley,War
and Society in the Roman World (London: Routledge, 1993); William V. Harris,
War and Imperialism in Republican Rome 327–70 B.C. (New York: Oxford
UniversityPress,1979);JeremiahMcCall,TheCavalryoftheRomanRepublic(New
York:Routledge,2001);AdrianK.Goldsworthy,TheRomanArmyatWar,100BC–
AD200(Oxford:Clarendon,1996). [#N9lptr1]
10. Also available through the online services Steam (store.steampowered.com
[http://store.steampowered.com] ) and Direct2Drive (www.Direct2Drive.com
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[http://www.Direct2Drive.com]);Amazon.comisanexcellentsourceforhardcopies.
[#N10lptr1]
11.Thereadermightturntothefollowingbookstostartwhenconsideringtheissues
involving Roman cities: John E. Stambaugh, The Ancient Roman City (Baltimore:
Johns Hopkins University Press, 1988); Pierre Grimal, Roman Cities, trans. G.
Michael Woloch (Madison: University of Wisconsin Press, 1983); Patricia Crone,
PreIndustrialSocieties(Oxford:BasilBlackwell,1989). [#N11lptr1]
12. We used Ning, which has recently ended its free hosting of social networks.
Interested teachers will need to do some online research to find acceptable
substitutes. [#N12lptr1]
13. Entries in Rich and Shipley cover most of these subjects. The groundbreaking
works on communications between the Senate and field commanders and the
motives for imperialism, respectively,areArthur M.Eckstein, SenateandGeneral:
IndividualDecisionMakingandRomanForeignRelations264–194B.C.(Berkeley:
UniversityofCaliforniaPress,1987),andHarris. [#N13lptr1]
14. See, for example, Ian Bogost, Persuasive Games: The Expressive Power of
Videogames(Cambridge,Mass.:MITPress,2007). [#N14lptr1]
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