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Using Civilization Simulation Video Games in the World History Classroom

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Title: Using Civilization Simulation Video Games in the World History Classroom


1
Using Civilization Simulation Video Games in the
World History Classroom
  • Aaron Whelchel
  • Washington State University

2
The Rise of the Games
  • Educational titles replaced by commercial/entertai
    nment titles
  • 69 of heads of households play games
  • 2005 sales 1 billion dollars and 38 million
    units
  • Each title can take up to 100 hours to complete

3
The Educators Take Notice
  • Connect intellect with emotion
  • Immediate assessment of choices
  • Connect data into coherent systems
  • Foster student interaction
  • Allow for different learning modalities
  • Strengthen neural pathways used for decision
    making

4
The Educators Take Notice
  • 2,500 K-12 schools now use commercial
    entertainment software in the classroom

5
Learning From What They Got Right
  • Geographic and environmental factors
  • Arable Land

6
Image from Civ III showing irrigation in the
lower left corner
7
Learning From What They Got Right
  • Geographic and environmental factors
  • Arable Land
  • Resources
  • Luxury Goods

8
Image from Rise of Nations showing a merchant
collecting luxury goods
9
Learning From What They Got Right
  • Geographic and environmental factors
  • Arable Land
  • Resources
  • Luxury Goods
  • Technology Diffusion
  • Military Tactics

10
Image from Rise of Nations showing the red
defenders benefiting from high ground
11
Learning From What They Got Right
  • Trade and Economics
  • Trade and Currency

12
Image from Civ III showing a trade negotiation
13
Learning From What They Got Right
  • Trade and Economics
  • Trade and Currency
  • The Silver Cycle
  • Avoiding Teleology
  • Different Choices lead to Different Outcomes
  • Allow students to reverse historical instances of
    oppression

14
Image from Rise of Nations showing Iroquois
control of Great Britain
15
Learning From What They Got Wrong
  • Linear Progress
  • The Ages
  • Eurocentrism

16
Image from Age of Empires II showing age and
technology progression
17
Learning From What They Got Wrong
  • Linear Progress
  • The Ages
  • Eurocentrism
  • Political Systems
  • Favoring Capitalism
  • Nationalism and Identity
  • British Example
  • Zones of Control

18
Image from Civ III showing cultural borders
19
Learning From What They Got Wrong
  • Linear Progress
  • The Ages
  • Eurocentrism
  • Political Systems
  • Favoring Capitalism
  • Nationalism and Identity
  • British Example
  • Zones of Control
  • Intrinsic Abilities

20
Learning From What They Got Wrong
  • The American Example
  • Appears as a unified polity at the beginning
  • Can default to representative democracy
  • Intrinsic airpower capabilities
  • American exceptionalism

21
Image from Rise of Nations showing intrinsic
American abilities
22
Learning From What They Got Wrong
  • The American Example
  • Appears as a unified polity at the beginning
  • Defaults to representative democracy
  • Intrinsic airpower capabilities
  • American exceptionalism
  • Civilized vs. Uncivilized
  • Marginalization of certain societies
  • Barbarians can never progress

23
Image from Civ III showing a barbarian
24
Learning From What They Got Wrong
  • Other Examples
  • Disease transmission
  • Inadequate recognition of warfare methods and
    goals

25
In The Classroom
26
In The Classroom
  • Access to technology
  • Adequate time
  • Instructor familiarity with the software
  • Abilities of the students
  • Instructors should always supplement the games
    with traditional teaching methods

27
In The Classroom
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