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Simulation games and the study of the past: Classroom guidelines

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  • Cincinnati Country Day School
4/8/2016 Pastplay:TeachingandLearningHistorywithTechnology
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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.”
[#N15kptr1]
16.IfoneisusinganLMS(learningmanagementsystem)suchasWebCTorMoodle,
thereisapluginthatwillprovidethesesortsofmetricsautomaticallyondiscussion
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]. [#N16kptr1]
17. Steven Borgatti, accessed July 31, 2012,http://www.analytictech.com
[http://www.analytictech.com]. [#N17kptr1]
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].[#N18kptr1]
19. See Kee and Graham in this volume, chapter 13
[http://quod.lib.umich.edu/d/dh/12544152.0001.001/pastplayteachingandlearning
historywithtechnology?g=dculture;trgt=div2_ch13;view=fulltext;xc=1].[#N19kptr1]
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11.SimulationGamesandtheStudyofthePast:
ClassroomGuidelines
JeremiahMcCall[http://quod.lib.umich.edu/d/dh/12544152.0001.001/pastplay
teachingandlearninghistorywithtechnology?
g=dculture;trgt=p_McCall;view=fulltext;xc=1#p_McCall]
Whatdoesaneffectiveuseofasimulationgameinahistoryclasslooklike?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] disciplinespecific practical applications are still too few and far between.
4/8/2016 Pastplay:TeachingandLearningHistorywithTechnology
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Developing practical uses of games as learningtoolsrequires two components: the
formulation of disciplinespecific theoriesand classroomspecific implementations.
As anearly offeringin the areaof practicaluses 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
intopracticalguidelinesforusingsimulationsinahistoryclass.
TheImportanceofTakingRisks
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 simulationbased 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
engageinplay.Wemusttakerisks,
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wadingintothechaos,navigatingthemess,andimplementingasense oforderand
meaning that helps students learn how to study the past. We must be willing to
makemistakes and acceptfailures,forlearning from mistakesenablesusto design
evermorecompellingandeffectivelessonsaboutthestudyofthepast.
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
worthwhileinformationandarbitersofwhatistrueorfalse.Second,historymustbe
approached as a discipline that embodies a set of core skills, not solely or even
primarilyasetofcontent.Amongtheseskillsaretheabilitytoanalyzeandevaluate
evidence,sequenceideas,andformcompellingwrittenandoralarguments.Third,a
maingoalofhistoryteachersistocreatelearningenvironmentswherestudentscan
enga ge interesting source materials, analyze them, and construct formal responses
to theminwritten, oral, and digital media. In thiscontext, so longasstudents are
engagedandtaskedtohonetheseskills,asimulationbasedlessonwillnottrulybea
failureevenwhenthereisroomforimprovement.
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TheAdvantagesofSimulationGames
Thereisgoodreasontotakeriskswheresimulationsareinvolved.Simulationgames
provide educators powerful tools that offer particular strengths for teaching the
authentic skills of a historian, not to mention familiarity with twentyfirstcentury
media.Quitesimply,theadvantagesofsimulationgamesforpromotingmeaningful
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
simulationisadynamicand,tosome necessaryextent, simplifiedrepresentation of
one ormorerealworldprocessesorsystems.Intothiscategory fall agreatnumber
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 realworldtasks:flight simulations,airtraffic
controlsimulations,andbusinesssimulationsaresomeofthebestknownexamples
in thiscategory. [2] [# N2l] A game, on the other hand, to paraphrase the definition of
KatieSalenandEricZimmerman,isarulebasedsysteminwhichplayersundergoa
conflictorcompetitioninanattempttoachieveaquantifiablegoal,suchaswinning
orlosing. [3][#N3l]So,asimulationgameisagamethatfunctionsasadynamicmodel
of one or more aspects of the real world. A number of commercial and nonprofit
computergamesfallinto
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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, browserbasedAyiti challenges players to
manage a family’s economy in an impoverished country. These games, indeed all
simulationgames,inviteplayerstoexploreandmanipulatedigitalworldsdefinedby
representationsofrealworldgeography,structures,institutions,andinhabitants.
The educational advantages historical simulation games can offer may best be
thoughtofasadvantagesofimmersionandprovocation.Whenplayingasimulation,
asopposedtousingotherformsofinstruction,alearnercanbecomeimmersedina
virtualrepresentationofthepastand,indoingso,beprovokedtoconsiderhowand
why humanslived,madechoices, and actedthewaytheydidinthepast.Theseare
insights about the systemic contexts in which people lived, which is really just
another wayofsaying thenetworksofobligations,necessities,anddesiresthatlink
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individualstotheenvironmentandtotherestofhumansociety.Itisalltooeasyfor
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 toobtaintheir basicneeds and, ideally,
gainsomecomforts.Tolookatitanotherway,theylivedand acted,asdoweall,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 pastistreated as
simplyasetofestablishedfactsandinterpretationstobelearned,itbecomesfartoo
easytodivorcethepeopleofthepastfromtheirphysical,spatial,andsocialsystems
andfromreasonableconsiderationsofcauseandeffect.
Simulationgamescanhelpbridgethisconceptual dividebetweenhumansandtheir
systemic contexts because the games themselves are interactive systems. The
principle is straightforward: to analyze a system, use a roughly analogous, but
simplified,modelofthesystem,whichisjustwhatasimulationgameis.Themoving
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.Thesesimulationsplacestudentplayersintodynamicmodelsofthepast
where problems must besolved and challenges overcome. [4] [# N4l] Th e player s must
make choices based on limited information and experience the effect of those
choices onthegameworldandtheir assumedpersonainit. Such simulationgames
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.Theyprovidestudentswithvisual,interactivemodelsandexperiences,
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however vicarious, of how theirown decisionsinfluenced, for example, thesuccess
ofatrade,thedevelopmentofaculture,thecreationofanempire,ortheoutcomeof
abattle.
Perhaps because simulations provide the opportunity to study systems from the
inside as an active participant, theyare also abletoprovoke students to raisedeep
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 especiallytrue when reading from atextbook. Atthehighschoollevel,even
the beststudentreadersoften havea tendency to read without offering the levelof
challengeandcriticismrequiredforahistorian.Toputitanotherway,theyreadfor
informationratherthantodiscernapointofview. [5][#N5l] Thishabitcancontinueto
beaproblemwithcollegereaders.Withoutahighlevelofcommitmenttoanalyzing
theinformationreceivedanditssource,itisexceedinglydifficulttoraisesubstantial
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
notbeperceivedasquiteasauthoritativeasourceofinformation.Attheveryleastit
is harder to treat a simulation as a text that must simply be read for facts. It may
alsobethecasethat,becausesimulationgamesprovideimmersive,richaudiovisual
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
listeningtoalecture.Perhaps,too,beingputintheroleofadecisionmakercausesa
playertobemoreawareandmore engagedinthe historicalenvironmentpresented
bythegame,andthisleadstotheformationofdeepquestions.Again,itwillrequire
substantialresearchtotesttheseimplications,buttheyareworthnoting.Atthevery
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
whenstudentsareenjoyingalesson,andcreatinganeducationalatmospherewhere
studentswanttocometoclassisaworthygoal.Nevertheless,thereareseriousflaws
with using the idea of fun as a criterion for effective lessons, particularly lessons
involvingsimulationgames.First,funisboth
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relative and broad in scope. Suppose a student was asked if her sessions playing,
observing, and intensively critiquing asimulation game werefun. Whatshouldthe
student useforcomparisonwhenanswering?Spendingtimewithfriendsoutsideof
school? Ridinga rollercoaster?Watching amovie? Theseallcanbeconsideredfun
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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
generallysuperior.Thesecondproblemisthatfunisnotequivalenttoeducationally
valuable. Teachers know this. Exercises for developing effective analytical writing
skills, for example, or researching arguments and advancing them in a logically
compellingorder,arehighlyvaluable,yetnoteacher—atleastnoneIknowof—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 aparticularlyimportant point,byno meansdoeseverystudentlook forward
to the idea of playing and critiquing a simulation game. Some find it highly
intimidating;othersprefer the lecture wheretheycanmore easily“checkout”than
in a simulation exercise. Certainly, simulation games can engage. They can hold
attention, create intriguing and interesting situations, and provoke interesting
questionsandideas.Whereengagementisadesirablefeatureofasuccessfullesson,
however,funisnot.Teacherswhochoosetousesimulationgamesprimarilybecause
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
compellingfeaturesaseducationaltools;whethertheyarefunisnotatissue.
TheQualitiesofEffectiveSimulationGames
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 beforeusing agame inclass.Ultimately,though,theteachermust table
thethorniertheoreticalissuesofwhatfeatures constituteasimulationandconsider
not whether a certain game is a simulation game, but how effective a simulation
gameitis.
Bytheirverynature,simulation gameswillyield differentoutcomeseachtimethey
areplayed.Consequently,theyshouldnotbeemployedasstatic
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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
suitedtoillustrating,say,howa specific Romancitylooked atonespecificmoment
intime.Thesimulationgameoffers,ontheotherhand,amoreorlessbroadmodel
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
outcomeasthewaritselforacitybuildertolimiturbanplansonlytothosefoundin
the past. Broadly speaking, for the outcometobe the sameas that in thepast, the
causes, includingthe decisionsmade, mustbe the same.Ifasimulation gameisto
allow players choice at all, there must be the possibility for outcomes that did not
occurinthepast.
So if it is not an exact digital reconstruction of the past, which incidentally is a
physicalandphilosophicalimpossibility, what exactlymakesavideo 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
historianorgenerationofhistoriansareoftenrejectedbythenext.Whenitcomesto
thecriticalelementsofhistory,whyandhowthingshappen,therearenofacts,only
conventions.Conventions,inturn,arenothingmorethanargumentsthathaveheld
uptocriticismduetothestrengthoftheirexplanatorypowerandthestrengthofthe
supporting evidence. There is always room for a historical convention to be
undermined; indeed it is a timehonored tradition in history to challenge
conventions.Ifthis 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,whateverthatmightmean,butonethatisreasonablybasedontheavailable
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 andmakingmeaningofthe past,there arefarmore
shades of gray and maybes than certainties. Students need to be encouraged,
therefore,toconsider whichmodelsin asimulationcanandcannotbesustainedby
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:theygive students anopportunitytochallenge, just astheaccuraciesgive
themachancetosupport.
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Onceagameisselectedforclassthathasthecoredefensiblemodels,thenextstepis
tobeginconsideringthehistoricalproblemsposedbythe
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gameinordertoanticipatethetypesofresourcesandsupportstudentswillneedto
analyzethegame.Thesefallintotwocategories.Thefirstcategoryencompassesthe
hist orical issues modeled by gameplay itself. These are the problems agents in the
pastfacedthatarepartofthesimulation’scoreplay.Theycorrespondtothecontent
ofahistorycourse.Themostimportantoftheseisgenerallyhowtoassessandmake
tradeoffs. A tradeoff exists whenever there are multiple decisions the player can
make,thedecisionscannotallbesatisfiedsimultaneously,andthereis noclearcut
correct priority, but rather a variety of priorities that can shift depending on the
goalsoftheplayer.Simulationgamestendtorevolvearoundthismechanic.
The second kind of problem is one of interpretation. These are the metalevel
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
theyplay,theteacherhassimplyreplacedoneauthoritariansourceoftruth,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,teachersshouldencouragestudentstoconsidertheproblems
ofinterpretationinagame,notjusttheproblemsofcontent.
Identifyingagame’sinterpretationofthepastisnomoreanaturalexerciseformost
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
questionsareatthecoreofuncoveringanysimulation’spointofview:
Whatis the roleofthe player in the gameworld andwhat are thechallenges the
gameworldpresentstotheplayer?
What actions can the player take or not take to overcome the challenges? What
resourcesdoestheplayerhavewithwhichtoovercomechallenges?
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Whatare thetradeoffsin thegamewhen itcomestoactionsand thespendingof
resources?
What strategies or actions lead to success or failure and how are success and
failuremeasuredinthegame?
Agame reveals its designer’svisionof the past byexpressingsuccessandfailurein
certain terms—a number ofvotes,anamountofmoney,a certain population size—
anddictatingthetypesofactionstheplayer’shistoricalpersonacantake.
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FromTheorytoPractice:AClassroomCaseStudy
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 simulationbased lessons. In particular, the
essentialstepscanbereducedtosix:
1.Selectagamewithdefensiblecoregameplay.
2.Select resources and design supplemental lessons that correspond to the
historicalproblemsposedbythegame.
3.Allocatetimetotrainstudentstoplay.
4.Arrangestudentsandstructuretimetoallowforobservationnotes.
5.Provideopportunitiesforanalyticalexercisesinvolvingthegame.
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, posingquestions,andoffering assistanceas
needed. [7][#N7l]
The stepsoutlinedabovewillbeillustratedthrough referencetocurrentpracticein
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a 2010 unit on Roman history studied by two ninthgrade 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, amixtureofsuccesses and failures,andrefinement.Thesteps are
reasonably well tested and provide an effective starting structure for lessons
involvingsimulations.Theparticulargameswillchange,butthebasicstructurewill
remainserviceableforsometime.Still,thesestepsarebynomeansthelastwordon
the subject; more effective strategies will emerge in response to further classroom
practice.
Theyear2010markedthe fifthyearimplementingsimulationbasedlessonsforthe
ninthgrade Romanhistory unit.Thegoal ofthis iterationwastobuild on smaller
scale past simulation game experiences and develop a more substantial
implementation. Previous simulation game exercises in the class had served as
supplementalcriticalthinkingexercises.ThestudentsplayedtheBattleoftheTrebia
in the gameRome: Total War, forexample, readthe accountsofthe battle passed
on by the ancient historians Polybius and Livy, and wrotecritiques of the accuracy
ofthegamebasedonthesesources.By2009thishad developedtothepointwhere
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 beonly loosely connectedtotherest ofthe
unitonRoman
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history. The Hannibalic Wars were referenced in the class but, due to time
constraints,notstudiedinanydepth;thesamecouldbesaidforRomanwarfareand
Roman city life. Essentially, students were exercising their skills as historians but
notfocusingonatopicthatwasinanywayintegraltothisparticularunitonRoman
history.Thegoalofthe2010implementation,then,wastointegratethesimulations
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 toteachsystemswouldbeintegraltotheunitofstudy.Therearemany
games available on Roman history, but not a great breadth of topics. Essentially,
therearegamesthatfocusonRomanwarfareandimperialism,andgamesthatfocus
on Roman cities and the economy. Out of these, two games in particular were
selectedto serveas thecore classroomsimulations:Rome:Total War and CivCity:
Rome.
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Weretheselegitimate to use as classroom simulations? To determine thisrequires
considering the coregameplay of each,the firststep in designinganylesson based
on simulation games. The Creative Assembly’s R ome: Total War is a hybrid turn
based and realtime strategygame that runsonWindowsbasedPCs. [8] [#N8 l] In the
turnbased campaign mode, the player assumes leadership over one of three
aristocratic Roman factions: the Brutii, Julii, or Scipii—it is possible to play non
Romanfactions,butthisoptionwasnotextendedtostudentsfor theclass exercise.
EachfactionstartsincontroloftwoItaliancities.Theplayermustmanagethecities
under her control,constructing buildings thatadd to the economy, happiness, and
growthofthe settlement.Additionalbuildingsdeterminethetypesofmilitaryunits
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
increasesandfamilymemberscanwin key politicaloffices. Iftheplayerignoresor
failstocompletetheSenate’smissions,shemaybebranded arebelandforcedinto
civilwaragainsttheRomanSenate.
Whenanarmyattemptstoenteraspaceoccupiedbyanenemyarmyorcity,abattle
ensues. These are conducted in realtime mode. In a pitched battle, the player
beginsbydeployinghistroopsononesideofabattlefieldwithterrainrangingfrom
desertstotreesandmountains.Inasiegethe
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deployment takesplacearounda settlement. Either way,the player knowsnothing
about the placements of the enemy army except that they will be deployed
somewhereonthe opposite sideofthemap. Afterdeployment, the positionsofthe
unitsinbotharmiesarerevealed,andthebattlebegins.Usinghismouse,theplayer
issuesorderstoindividualunitsofinfantry,cavalry,missiletroops,andskirmishers.
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.Ifsubjectedtoenoughcasualties,harassment,ordanger—realorperceived
—a unit willrout and flee the field. Once all of the player’s or computer’sunitsare
dest royed or in flight, the battle is over and the army with units remaining on the
fieldisthewinner.
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,
andallowingtheplayeranextremelevelofcontrolthatarealRomangeneralwould
havetradedhisfavoritewarhorsetopossess. [9][#N9l] Yetmanyofthecoremechanics
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
encompassedineachturn.Theimportantpartisthattravelclearlytakestimeinthe
gameasitshouldinthepreindustrialworld, particularly when theterrainisrough.
Diplomatsmustjourneytothecitiesofthe player’s rivalsto negotiatedeals,orvice
versa, reinforcing theidea that, in the ancient world, communication took place at
thespeedahumanoranimalwalked.Playingthecampaignmode,onegetsthesense
thatafair amountoffinancialmanagementandplanningwasnecessaryto support
Roman military campaigns—complementary to the historical reality that armies
wereexpensiveandrequiredtheflowoftaxmoney.
The game also has a solid model of ancient battle. The unit types available are
generally historically accurate, consisting of various formsofinfantry,cavalry, and
missiletroops.Theformationsoflightinfantryandheavyinfantrydiffer,asdothose
of light and heavy cavalry. As an added touch of realism, units move as groups of
individuals,and it takesa fair amount of shufflingfor aunit,once commanded, to
changeformation.Theinclusionofmoraleasacriticalfactoronthebattlefieldisan
especiallynicetouch.Eachunithasamoralelevelandisrenderedinoperativewhen
that level dips too low. The idea that morale, not casualties, was the most critical
factorin
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theoutcomeofancientbattlesisanimportantcomponentofunderstandingancient
war.
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CivCity:RomecomplementsthemilitaryandimperialfocusofRome:TotalWarby
concentrating on managing and supporting the lives of Roman citydwellers.
CivCity: Rome is a game of systems. [10] [#N10l] As governor and city planner, the
playermanagesanddevelopsaRomancity.Foodproduction,trade,watersupplies,
entertainment, defense, taxation,and anumberof otheraspects ofurbanlife must
be carefullymanagedto builda profitable, growing city.Essentially,thekeytask 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 distanceofavarietyofgoodsandservices. Housesbeginasshacksandcan
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
productsareprovidedbyshops,eachsellingonetypeofgood. Asahouse evolvesit
providesgreatertaxrevenues.
The underlying economy of the game functions using what is sometimes called a
daisychainmodel:twoormorebuildingsworkinconjunctiontoproduceafinished
foodproductoritemfromrawmaterials.So,forexample,wheatisgrownonawheat
farm , ground into flour by a mill, and baked into bread. The digital inhabitants of
houseswithinwalkingdistanceof thebakerywillgettheir food there;accesstothe
bakery,inturn,isoneofthelowerlevelrequirementsfordesirablehousing.Surplus
bread is stored in the city’s granaries and becomes part of the general food supply
forthecity.Treesfromforests,togiveasecondexample,areturnedintolumberby
lumber camps. Bed makers and cabinet makers construct theirrespectiveproducts
fromthelumberandsellthemtothepopulace.Surplusgoodsofthissortarestored
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.
Noneoftheseendeavorswillsucceed,however,ifthegeneralpopulationisnotkept
happy,aseparateissuefromcatering tothedesiresofindividualpropertydwellers.
Measured on a scale from 100 to 100, the happiness of the population increases
whenenoughinhabitantshaveaccesstosufficientfood,housing,jobs,services,and
amenities.Conversely,alackoftheselowershappiness.Whenthelevelofhappiness
is positive, the city will attract immigrants; negative happiness causes citizens to
abandonthecity.
CivCity hasitsshareofflaws. [11] [#N11l] Themost egregiousofthese is the command
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economy.Asonemightexpectfromacitybuildinggame,theplayerhastheultimate
decisionsaboutwhatisconstructed,whatisproduced,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
satisfiedtoacertainlevelinorderforthecitytothriveisreasonable.
The g eneral s upply mo dels are  also rea sonable . The pri nciple t hat inha bitants  in a
citywalked orusedanimalstotransport 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
moregoodsmorequickly.Furthermore,theprinciplethatallproductsundergoaset
of steps from raw material to finished good is also well represented. Overall, the
illustrationthattheneedsandwantsofRomanurbaniteshadtobemetforacityto
bepeacefulandprosperousissound.
Both of these games contain some defensible explanations of human activity and,
thus,wereessentiallysuitablefortheninthgradeclass.Thisallsoundsverygoodon
paper,butsomeeducators examiningthesegames mightreasonably objectthatthe
criteriaappliedherearetooforgiving.Inasense,onemightconcede,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,butonlyinasense.Thisisageneralmodelatbest,somewillsay,and
outweighed by the sense of a command economy presented by the game. Or, one
mightobject,Rome:TotalWar hasareasonablebattlefieldmodel, butthefactthat
players can create hodgepodge armies composed of troop types from the republic
fightingalongsidetrooptypesoftheempireandplayerscanpersonallygoverncities
as a family faction leader, not an agent of the government, is taking too many
liberties.
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Twoconsiderationsare criticalinthe rationaleforusinggamessuchasthese.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
bestwhentheyaretaughttheskillsandmethodsofthehistorian,notsaturatedwith
alistofevents,causes,and effectsalreadyestablishedbytheauthorities.Theflaws
in a game cannot be overlooked. Quite the contrary: largescale flaws in a game
provideexcellentopportunitiesforstudentstopracticetheirskillsofcriticism.Ifthe
only flaws in a game are subtle minutiae, students will not have any reasonable
opportunitytooffer
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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
fundamentallyflawedmodelfortheearlyempire,anotherfocusingonthelatethird
century notedthatDiocletianfixedpricesand even mandatedthatsonsfollowtheir
fathersinthesameprofessions.Second,theteachermustserveasthecoreresource
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
studentstoengageinthenecessarycritiques.
Havingestablishedthatthesesimulationgamesweresuitableforclassroomuse,the
nextstep was to determinethe sortsofproblems they pose. This would dictate the
kinds of documentary evidence, support materials, and related learning activities
thatneededtobearranged.ProblemsofcontentinRome:TotalWarinclude:
howtoovercomechallengesposedbygeography,limitedresources,andpersonnel
todevelopalastingempire;
how to weigheconomic, political, and militaryalternatives in the development of
anempireandchoosebetweencompetinggoals;
how to deploy and employ different troop types in battle to take advantage of
terrain,maximizemorale,andachievemilitaryvictories.
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CivCity:Romepresentsitsownsetofhistoricalproblems,including:
how to organize city development so that city inhabitants receive the necessary
suppliesandmaterialstocarryouttheirlivesandprofessions;
howtosatisfythesubsistenceneeds,andhigherleveldesiresofcityinhabitantsin
economicallyeffectiveways;
how to foster an effective manufacturing, trade, and supply network using
preindustrialformsofproduction,transport,andcommunication.
Asfarastheproblemsofinterpretation,theyarenearlylimitless.Anyelementofthe
gamescanbesubjectedtoscrutiny.
Tosupportthestudyofthesecontentproblems,asetofsupplementallectures,core
readings,andother supportingmedia shouldbepreparedcorrespondingto thekey
content areas in the simulations. In the case of these two simulations the lecture
topicsselectedwereanoverviewofRomanhistory,the constitution oftherepublic,
thealliancesystem,aristocraticcompetition,urbanplanning,anddailylifeincities.
Excerptsofmodern
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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
chaptertogointothedetailsofgatheringtheseresources,butitisworthnotingthat
the Internet contains many if not all the original source materials needed for
anything short of a professionallevel analysis of these topics. Above all, students
needtoengageavarietyofrichsourcesofevidenceastheyplay.Althoughachapter
like this understandably focuses on the games, the time that should be spent
studyingthesesourcesofevidenceisacriticalpartofanysimulationlesson.
With the content problems and supporting resources relatively set, the remaining
learningobjectivesneededtobedeterminedandtheappropriatelessonsdesignedto
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
somecases,futureprofessionalsuccessintheworld:
practicingcollaborationtosolveproblems;
developingwritingfluencythroughregularpracticeofwrittenexpressio
forming meaningfulhistoricalquestionsaboutRomanhistory; thinking aboutthe
worldoftheRomansandhowtheybehavedinit;
conductingresearchbasedonthehistoricalquestionsposed;
composing a formal essay evaluating the accuracy of the interpretations in the
simulations;checkingtheinformationinmultiplesourcesagainsteachother.
These are far from the only things of value students can learn while studying
historicalsimulations,buttheyareacoresetofhighlyimportantskills.
Learning objectives established, the next step was to plan for productive play and
observation sessions that would lay the foundation for later research exercises.
Thereareseveralbasicstepsinplanningeffectivesimulationexperiences.Thefirst,
alreadymentioned,isselectingrichsourcesofevidenceandsupplementalresources.
Theothersare:
trainingstudentstoplaythegame;
formingplayandobservationteams;
promotingandfacilitatingobservation;
fosteringreflectionandanalysis.
It is important to trace the progression of experiments and reasoning that led to
thesesteps,particularlytheimperativetobeginbytrainingstudentswell
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to play the game. Since the ultimate goal of history teachers is to get students to
analyze,synthesize,andevaluate,itcanbeverytemptingtorushstudentslearninga
game and move them quickly into analysis. While I assumed, in my first uses of
simulation gamesin the classroom,thatstudents wouldneedsometime tobecome
familiarwith the game,I greatly underestimatedthe actualamountoftimeneeded
and triedto jump quickly into analysis—say,afterfortyfiveminutesofexposureto
the game. Time has demonstrated that rushing students through this training can
undermine the effectivenessof 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 byshortchanging thetimespentlearningtoplay thesimulation.Itisalltoo
often assumed that students under the age of, say, 25 are naturally disposed to
playingvideogames.Thisisasuspectassumptionatbest,butcertainlynotthecase
withhistoricalstrategygames,thecoregenreforsimulations.Somestudentssimply
donotplayvideogames,andskillmanipulatingacellphone,navigatingawebpage,
or communicating through Facebook is not the same thing. Many do play video
games, but they are console games likeLeft 4 Dead andModern Warfare, which
emphasize fast reflexes, superior handeye coordination, and quick tactics rather
than the slowerpaced, managerial and strategic skills required by a historical
strategygame.
Perhaps most importantly, it is decidedly not the case that students will be
categoricallysooverjoyedtoplayasimulationgamethattheywillthrowthemselves
wholeheartedlyintothetaskoflearningtoplay.Thiswillbetrueofsomestudentsat
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, requiringthemtoexercisea levelofindependenceandproblemsolving
to which they are unaccustomed, all the while concerned about how this activity
translatesintothegradestheywillearninclass.Thisismostoftenthecasewiththe
strongest traditional learners. Many, though hardly all, would rather sit through a
traditional lecture because they knowhowtoscore well ontestsandpapers 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
learntothinkflexibly.Indeed,oneofthevaluesofahistoryeducationistolearnto
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 evenshouldateacher ask for the consensus of the classonevery
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singletopicofstudyand
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assessment?Simulationgamesarewellworthincludingintheclassroom.Iftheyare
incorporated primarily for entertainment reasons, however, rather than for their
relevantstrengthsaslearningtools,theteacherisinforadisappointment.
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
particulargamemustbetaught.Althoughsomevideogameshaveexcellent builtin
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,
andthemotivationofstudentstolearnarethekeyfactorswhendecidingwhetherto
go with a game’s preexisting tutorials or to create a more tailored training
experience. The tutorial inRome: Total War, for example, spends a great deal of
timefocusingontheparticularsofcommandingarmiesinbattles.Iftheemphasisin
class will be on the higher strategic level of play, the tutorial may effectively be
replacedby the teacher’sinstruction. Ifthe focusis on battlefield dynamics,on the
otherhand,thetutorialisagreattooltohelplearnthegame.Thebasicprinciplesof
CivCity: 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
needtolearnthegamefairlywelltobeabletocritiqueit.
This principle has developed from the experiences of numerous classroom
implementations, including the most recent lessons using Rome: Total War and
CivCity:Rome.Forvariousreasons—asI recall,the lastminute disappearanceof a
projectorthatwould allowme toleadstudents byexamplethroughtheearlystages
of the game—the studentslearnedto play Rome:TotalWarthroughthetutorial. A
numberbecameboggeddownbythebattlefieldcomponent.Sincetheywerenotable
to save theirprogress inthe middle ofthe battletutorial,these students effectively
had tospend more than oneclasscompletingwhat ideallymighthavebeena forty
fiveminutetutorial.Ultimately,Ihadtoprovideafairamountofadditionalsupport
tohelpstudentsbecomecomfortablewithplayingthegame,supportthatmightwell
havebeenunnecessaryhadIdirectlytrainedstudents.Incontrast,studentsreceived
direct training inCivC 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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thesideofprovidingformaltraining,whilenotalwaysessential,willtendtoproduce
themostconsistentresults.
Whatdoesformaltraininglooklikeinpractice?Thenumberofstudents,theirages,
theirabilities,andtheirlevelsofmotivationwilldeterminethefeeloftheclassroom.
It is best, however, to err on the side of creating a highly structured training
environment;thiswillhelpkeepmorerambunctious
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studentsontaskwhilealsoprovidingextrasupportforthosewhoneedreassurance.
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
followalong ontheirowncomputersandcarry outtheinstructionsexecutedbythe
teacher.
These instructions will vary from game to game and class to class, but there are
somecommonelements.First,introducestudentstothebasicgoalsofthegame.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,instructstudentsinbasicgamemechanicsandprovidesimplestrategiesfor
asuccessful starttothegame.InRome:Total Warthismeans 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
variousdaisychainsthatsupporttheeconomyandprovidenecessitiestodeveloping
residential areas. Third, provide students with general problemsolving strategies
and resources.Theseincludetheirpeers,webforumsdevotedto the game,andthe
game manual. If available, it can be particularly helpful to set up an online
discussionforumusingMoodleorsomeotheronlinecontentmanagementsystemso
thatstudentscanaskandanswerquestionsinaformatthatthewholeclasscansee.
Dependingonthemotivationofstudents,itdoesnothurttoincentivizeorexplicitly
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requirepostingquestionsandanswersontheforum.Theamountoftimedevotedto
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
differentamountsofclassandoutofclasstime,astimeandresourcesallow.
After students learn the basics of the game, they should shift into the observation
phase. The goalof this phase is to create alablike environment in which students
canobservehowthesimulationworksandmakenotesaccordingly.Tothisend,itis
oftenagoodideatoformteams ofthreefortheobservationphaseratherthanhave
studentsplaythegameindividually,atleastwhenplaytakesplaceduringclasstime.
In this kind of grouping one student plays the game while the other two take
observation notes;aftera certain amountofplaytime, the team members exchange
tasks.Thiskind
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of setup encourages the taking of effective notes and prevents an individual from
gettingtooengrossedintheplaytoreflect;itisthemethodthatwasusedmostoften
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 alikecaneasilygettoo engrossedina game to stop and
makenoteswithoutprompting.Thepointofthewholesimulationexercise,however,
isnotforstudentstobeentertained;itisforthemtolearn.
Providingguidelinescanenhancethequalityofobservations.Sometimesthisisjust
amatterofintroducing the leading topics students should use to focustheir notes.
Somegeneralexamplessuitedformostsimulationgamesinclude:
the role of the player in the game world and the challenges the game world
presents;
theactionstheplayertakestoovercomethechallenges;
the tradeoffs in the game between competing actions and the spending of finite
resource
the strategies and actions thatlead to successor failure and themeasurement of
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successandfailureinthegame.
Certain games, especially short webbased 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
thoughstudentsweregenerallyarrangedintrios ofoneplayerandtwonotetakers.
Thesepausesemphasizetheneedtoobserveandrecordtheplayexperience.
Afterloggingsufficientobservations,moreanalyticaltaskscanbeintroduced.These
can include problembased learning style exercises inspired by student questions,
explicit teacher instructions, or both. When analyzingRome: Total War, for
example,somestudentsattemptedtodeterminehowfarRomanarmiescouldtravel
inasixmonthgameturn.Theyneeded todevelopproblemsolvingstrategies todo
so. Witha bit ofSocratic questioning on the teacher’spart, studentsbegan looking
at online maps, making rough calculations of distances and times, and comparing
themto historicaldataontroop marches. Otherstudentswereconcerned with how
winteraffectedtheRomanarmy.Theyengagedinaseriesofexperiments,lookingat
the supplycostsforthearmiesinspring andinwinter. Theseexperiments allarose
from students’ primary research questions and so only the students researching
travel,forexample,rantravelexperimentsinthegame.
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EncouragedbythesightofstudentsconductingexperimentswithRome:TotalWar,
however, inspired me to assign to the whole class some explicit analytical tasks
concerningthegamemodelsinCivCity:Rome.Forexample:
Diagramthreefoodsupplysystemsandproductsupplysystems.Includeeachstep
inthechain.
Duringplay,youreceivethemessage,“Sir,yourgranaryisempty.”Whatdoesthis
mean?Whatstepsmustyoutaketothoroughlydiagnosetheproblem?Drawaflow
charttoindicatethepotentialproblemsandsolutions.
The abilityofsimulationgamestoserveasfoundationsforproblembasedlearning
(PBL) exercises is one of the more promising areas in need of development.
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ExcellentPBLsessionscanbe createdbyposing inquirytasksthatrequire students
to develop problemsolving plans. In future uses of these games, for example,
studentscouldbechargedto:
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
spac
determinetheratioof farmstopeople inthegame and compare this to historical
evidenceforpeasantsocieties;
determine the scale of armies in RTW and, based on this scale, determine the
accuracyofthemapandthespeedatwhicharmiescantravelinthegame.
Exercises like these can hone problemsolving skills, increase students’ familiarity
withgamemodels,andgeneratesomeinsightsintothepastatthesametime.
Throughout the observation and analysis phases, students should study historical
evidence and reflect regularly on their experiences in the game. The Country Day
studentsused ablog to recordobservation notes, enterreflectionsontheirgaming
experiences, and pose questions about the interpretations of the games. The
advantageoftheblogsystemisitpromotedtheideathatthestudentsarealearning
communityandthattheycanshareandlearnfromoneanother. [12][#N12l]
Once the observation, analysis, and reflection components are completed, the
historicalresourcesstudied,andlecturesheard,itwastimetoundertakesomeform
offormalresearchandwrittencritique. Inaccordancewiththegreatimportanceof
developingstudents’criticalwritingskills,myninthgradersweretaskedtoresearch
andwriteaformalcriticalessay
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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
impressivegamut.ForRome:TotalWar:
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HowdidtheRomanstreatcapturedcities?
WhatwerethestrengthsandweaknessesoftheRomanalliancesysteminItaly?
How did distance and geography affect communications between the Senate and
armiesinthefield?Howdidthesefactorsaffectdiplomacywithotherpeoples?
DidtheRomansacquireanempireinselfdefenseorthroughactiveaggression?
Howweresiegesconducted?
Whatwastheroleofmoraleinbattlefieldvictories andhowdidtheRomansraise
andmaintainmorale?
CivCity:Romeevokedthesequestions:
How extensive was trade between private citizens in the Empire as opposed to
governmentsponsoredtrade?
Towhatextentwastheeconomyofthecitycontrolledbythegovernment?
How important were public gardens, fountains, and other amenities to the
happinessofanancientcity’sinhabitants?
To what extent was the happiness of Roman citizens really a high priority for
governmentofficials?
WhereandhowdidRomansobtaintheirsuppliesforconstructingcities,especially
whensuitableresourceswerenotnearby?
HowcriticalaproblemwasfireinancientcitiesandhowdidtheRomansdealwith
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
traveltoobtainthegoodsandservicestheywantedandneeded?
The significance of these questions should not be underestimated. The students
essentiallycameupwiththeirownmeaningful,highlevelhistorical
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questions. Perhaps most striking, all of these questions have been the subjects of
researchandwriting byprofessionalhistorians;whenpresented with agame,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
formulateameaningfulquestionforresearch.
The s tudents then presented the questions in class that they wanted to investigate
fortheirpapers.Iofferedsuggestions,asnecessary,foravenuesofinvestigationand
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,
evidencebased 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
librarystacks,arguablythatisnotthecoreofresearchanyway.Withlargenumbers
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
meansstudents mustpractice scanning workstofind thosethat are actually useful
for the argument they are making—a coreresearchskill.Thisalso requires them to
makesuretheyunderstandenoughofthecontextsurroundingtheevidence,toavoid
misrepresentingevidence.
Thesepapersservedastheprimaryformofassessmentforthesimulationunits.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 ninthgrade
persuasive essay assignments I have assigned over the decade. First, as noted
earlier, the great variety of highquality topics that the students pursued was
impressive. Thiswasboth afunction ofthe simulations’ ability to raisea variety of
questions and the flexibilityofthe available research tools. Formost of us, getting
studentstoexploreauthentic,highquality questionsand 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
questionswithoutsufficientgroundinginthepossibilities, however, can sometimes
leadtothewritingofreportsratherthanarguments,orthetacklingofquestionstoo
largeortoogeneralto beappropriateforaclasspaper.Assigning asingle question
tothewholeclass,ontheotherhand,canensurethatthetaskstudentsundertakeis
viable.Butthiskindofstandardizationhasits
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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.Thesesimulationpapersweresomethingdifferentfromthe norm.Theywere
varied and original. Indeed, somestudents choseto 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
teachersshouldvalue.
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. Thegoal ofusingsimulationgamesasatoolforstudying, 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 andlearnthe generalcontentofthegamesmoreclosely.Itis critical tothe
use ofhistoricalsimulation gamesto take them asinterpretationsandthusinneed
ofcorroborationfromhistoricalsources. Forpracticalpurposes,however,there are
areas of wellestablished historical convention within these and other simulation
gamesthattheteachercanidentify for students tolearn whilestillmaintainingthe
standardthatthegamesareinterpretations,notsourcesoftruth.Forexample,itis
reasonable for students to review, record, and be assessed on elements of content
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containedinthegamessuchas,forexample:
WhatwerethekeycomponentsofaRomanarmyandtheirequipment?
What were the different types of housing in a Roman city and how can each be
accuratelycharacterized?
What are the geographic locations of the Romans, Greeks, Macedonians, Gauls,
Carthaginians, and the like? What are the main topographical features of the
regionseachcultureoccupied?
WhatwereprimaryformsofentertainmentinaRomancity?
Obtaining purely factual knowledge by itself, as opposed to honing higherorder
analysis and evaluation skills, is an insufficient reason to justify the time and
potentialexpenseofasimulation.Itdoesnotfollow,however, that teachers should
pass up obvious opportunities to get students to learn core information as they
engageinthesimulation.Ofcourse,caremustbetakenbytheteachertomakesure
that students are guided through the more and less accurate aspects of game
content.
Thesecondareaforexpansionistodiscussinmorequantifiabletermswithstudents
thecoremechanicsthatareatworkinthegamesthemselves.
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Theorists on the role of games in learning and popular culture increasingly stress
theimportanceofproceduralliteracy:thatthosewhowishtotreatsimulationgames
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
thesetexts.Thediscussions,however,didnotreallyaddressthefactthatthegames
havequiteprecise,althoughsometimessimplistic,mathematicalmodelsunderlying
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 tolearning totreattechnology as atool, not adeity.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,studentscouldoutlinewhatthemainvariableslikely areinthebattlefield
modelof Rome:TotalWarandhowthosevariableslikely interrelate, orsomething
similarforthedeterminationofpropertyvaluesinCivCity: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
theideaofexperimentingwithsimulations.Thisisprobablyparticularlythecasefor
those who teachpublicschool curriculadictated by school boards, statestandards,
and highstakes tests. Educators in these situations—and there are many—may
rightly feelthat they havelittleroomtoimprovise,innovate, and experiment, little
roomtodeviate inany significant way fromtraditionalmethods ofinstruction 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
settingclassroomcurriculaandpedagogicalapproachesthanteachershaveinmany
schools.Still,thereareways for teachers with lessflexible curricula to incorporate
simulation games effectively in the classroom. The options for simulations extend
far beyondRome:Total WarandCivCity:Rome. Therearesimulations addressing
a wide variety of topics and periods. There are also a host of freely available web
basedsimulationsthataddresscontemporaryissuesandrequirenomorethanahalf
hourtoplay. Thosewho cannot spenddays away froma mandatedcurriculumcan
use these smallerscale games to engage in more economically chunked critical
thinkingexercises.
Withsomanyoptions,largeandsmall,let’sturnthisprimaryobjectiononitshead.
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
methodsofinstructionandtheprescribedcurriculum?
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How can history teachers effectively prepare their students for the twentyfirst
century bysuggestingthatteachersarethesolesourceofauthority;thatlearningis
something that is received through oral and written texts alone; that historical
interpretationscanonlybecapturedinletters,neverinimageandcode?Simulation
games can play an integral role in teaching history as a twentyfirstcentury
discipline,whentheyaretreatedassomeofthemanyformsofinterpretationofthe
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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
authenticquestionsaboutthepastthatstudentscantackle.
Afinalthought:certainly,adopting this stance and pedagogy doesrequireteachers
with some confidence and skill in the methodologies of a historian. When a class
shifts from the transmission of information to openended problem solving, there
willbemanytimeswhentheteachersimplydoesnothavean answeron hand.This
isthepoint;studentsneedtolearn,overtimeofcourse,tofunctionasindependent
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
realitythatareofteninconflictandinneedofcritique,aneducatedpersonmustbe
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
storyofhistory,andlearntodohistoryhavetheopportunitytoacquirecrucialskills
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, mashups, and, yes, video games, can gain valuable tools for negotiating
themodernworld.
Notes
1.TheseminalworkinthefieldcomesfromJamesPaulGee,andreadersinterested
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:
PalgraveMacmillan,2003)andGood VideoGamesandGoodLearning(NewYork:
PeterLang,2007).SeealsoDavidWilliamson Shaffer, How Computer GamesHelp
Chil dren Learn (New York: Palgrave Macmillan, 2006). Important work has been
donein the journals,andthefollowingarticlesoffer 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,
“ClassificationofLearning
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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
GenerationDigitalGaming forEducation,”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,andSociety:BuildingaField,”EducationalTechnology47(2007):51–55.
[#N1lptr1]
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,accessedOctober12,2010,http://gac.sagepub.com/cgi/reprint/2/1/3
[http://gac.sagepub.com/cgi/reprint/2/1/3];KatieSalenandEricZimmerman,Rulesof
Play:GameDesignFundamentals(Cambridge,Mass.:MITPress,2003),422–58.
[#N2lptr1]
3.SalenandZimmerman,80. [#N3lptr1]
4. This can be compared to the established use of microworlds in science and
mathematics education. On microworlds, 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,
JournalofScienceEducationandTechnology9(2006):311–25;BarbaraWhiteand
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;
RoxanaMorenoetal.,“TheCaseforSocialAgencyinComputerBasedTeaching:Do
Students Learn More Deeply When They Interact with Animated Pedagogical
Agents?”CognitionandInstruction19(2001):177–213;Maria Kordaki, The Effect
ofToolsofaComputerMicroworldonStudents’StrategiesRegardingtheConceptof
Conservation of Area,”Educational Studies in Mathematics 52 (2003): 177–209.
4/8/2016 Pastplay:TeachingandLearningHistorywithTechnology
http://quod.lib.umich.edu/d/dh/12544152.0001.001/1:6/pastplayteachingandlearninghistorywithtechnology?g=dculture;rgn=div1;view=fulltext;
100/101
[#N4lptr1]
5. Samuel S. Wineburg, Historical Thinking and Other Unnatural Acts
(Philadelphia:TempleUniversityPress,2001),63–88,detailsaseminalexperiment
in the difference between how students and professional historians read texts.
[#N5lptr1]
6.AsrecentlyashisinterviewforKotakuTalkRadioonMay5,2010,mp3interview
file, accessed July 31, 2012, http://kotaku.com/5531995/anhourofsidmeier
brillianceincludinghissurpriseguitarheroregret [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
thatheandhisdesignteamsfocusedonmakinganentertainingandengaginggame
firstandaddedthehistoricalresearchafterthefact. [#N6lptr1]
7.RichardE.Mayer,“ShouldThere Bea ThreeStrikesRuleagainstPureDiscovery
Learning?” American Psychologist 59 (2004): 14–19, is an excellent study
suggestingthatinquirylearningismosteffectivewhentheteacherremainsanactive
presenceintheactivity. [#N7lptr1]
8.CurrentlyavailablethroughtheonlineservicesSteam(store.steampowered.com),
and Direct2Drive, accessed July 31, 2012,www.Direct2Drive.com
[http://www.Direct2Drive.com]; Amazon.comisanexcellent source for hard copies.
[#N8lptr1]
Page253
9.These are not particularlycontroversial points inthe field, but for some support
ofthegeneraloutlineshere,onecouldexamineJohnRichandGrahamShipley,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
UniversityPress,1979);JeremiahMcCall,TheCavalryoftheRomanRepublic(New
York:Routledge,2001);AdrianK.Goldsworthy,TheRomanArmyatWar,100BC–
AD200(Oxford:Clarendon,1996). [#N9lptr1]
10. Also available through the online services Steam (store.steampowered.com
[http://store.steampowered.com] ) and Direct2Drive (www.Direct2Drive.com
4/8/2016 Pastplay:TeachingandLearningHistorywithTechnology
http://quod.lib.umich.edu/d/dh/12544152.0001.001/1:6/pastplayteachingandlearninghistorywithtechnology?g=dculture;rgn=div1;view=fulltext;
101/101
[http://www.Direct2Drive.com]Amazon.comisanexcellentsourceforhardcopies.
[#N10lptr1]
11.Thereadermightturntothefollowingbookstostartwhenconsideringtheissues
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,
PreIndustrialSocieties(Oxford:BasilBlackwell,1989). [#N11lptr1]
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. [#N12lptr1]
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, SenateandGeneral:
IndividualDecisionMakingandRomanForeignRelations264–194B.C.(Berkeley:
UniversityofCaliforniaPress,1987),andHarris. [#N13lptr1]
14. See, for example, Ian Bogost,Persuasive Games: The Expressive Power of
Videogames(Cambridge,Mass.:MITPress,2007). [#N14lptr1]
Page254
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... A characteristic feature of simulations is that they are reality based, but they can also integrate certain game features such as constraints and competition [Tobias and Fletcher (2007)]. A simulation game functions as a dynamic model of one or more aspects of the real world [McCall (2014)]. For example, the commercial game Civilization, invites players to explore and manipulate digital worlds defined by representations of real-world geography, structures and institution in order to colonise a digitally rendered landscape [Sqire (2005)]. ...
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... 1066) and beat back the forces of William the Bastard, duke of Normandy (later William the Conqueror, r. 1066-1087). On the other hand, this also has its own pedagogic value in the practice of counterfactual history, getting learners to ask the question of 'what if?' which can be a useful learning technique(Taylor, 1994;Brown, 2008;Metzger, 2010;Wainwright, 2014;McCall, 2014;Spring, 2015). For the Wars of the Roses module there are two games of particular use. ...
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... These are prominent to the students to acquire desired level of knowledge, generates motivation and ultimately superior learning experience. Virtual world is an important tool in modern education practices in order to provide socialization, entertainment and for collaborative work [7]. ...
... None of these understandings are necessarily in conflict with historical evidence. They simply illustrate that designer's understandings of the past shape their games (McCall, 2010;McCall, 2014). ...
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... Teachers should encourage students to corroborate and contrast the various sources in order to gain skill at doing history and a fuller appreciation for the topics under study. 7. Discuss, debrief, and evaluate (Alexander, 2013;Crookall, 2010;McCall, 2011aMcCall, , 2012bMcCall, , 2012cMcCall, , 2014McClymer, 1987;McMichael, 2007;Wainwright, 2014;Weir & Baranowski, 2011). ...
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Background: Writing about the theory and best practices of using history-themed video games in the classroom stretches back at least to the 1980s. However, the literature on the subject is scattered, making it difficult for history educators considering the use of historical games. Purpose: This article provides an introduction for history educators to the use of computer-based historical games in history education. In this article, I provide differing definitions for types of historical games and discuss the importance of such distinctions for the history educator. I provide the strengths and biases inherent in the medium of computer-based historical games. Results: This article surveys best practices from the literature concerning the use of historical games in history class. The article concludes with a brief survey of potentially useful historical games.
... Teachers should encourage students to corroborate and contrast the various sources in order to gain skill at doing history and a fuller appreciation for the topics under study. 7. Discuss, debrief, and evaluate ( Alexander, 2013;Crookall, 2010;McCall, 2011aMcCall, , 2012bMcCall, , 2012cMcCall, , 2014McClymer, 1987;McMichael, 2007;Wainwright, 2014;Weir & Baranowski, 2011). In some ways, teaching is the art of getting students to slow down and consider what they might otherwise gladly breeze past. ...
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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include:
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