Title: Using Civilization Simulation Video Games in the World History Classroom
1Using Civilization Simulation Video Games in the
World History Classroom
- Aaron Whelchel
- Washington State University
2The 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
3The 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
4The Educators Take Notice
- 2,500 K-12 schools now use commercial
entertainment software in the classroom
5Learning From What They Got Right
- Geographic and environmental factors
- Arable Land
6Image from Civ III showing irrigation in the
lower left corner
7Learning From What They Got Right
- Geographic and environmental factors
- Arable Land
8Image from Rise of Nations showing a merchant
collecting luxury goods
9Learning From What They Got Right
- Geographic and environmental factors
- Arable Land
- Resources
- Luxury Goods
- Technology Diffusion
- Military Tactics
10Image from Rise of Nations showing the red
defenders benefiting from high ground
11Learning From What They Got Right
- Trade and Economics
- Trade and Currency
12Image from Civ III showing a trade negotiation
13Learning 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
14Image from Rise of Nations showing Iroquois
control of Great Britain
15Learning From What They Got Wrong
- Linear Progress
- The Ages
- Eurocentrism
16Image from Age of Empires II showing age and
technology progression
17Learning From What They Got Wrong
- Linear Progress
- The Ages
- Eurocentrism
- Political Systems
- Favoring Capitalism
- Nationalism and Identity
- British Example
- Zones of Control
18Image from Civ III showing cultural borders
19Learning From What They Got Wrong
- Linear Progress
- The Ages
- Eurocentrism
- Political Systems
- Favoring Capitalism
- Nationalism and Identity
- British Example
- Zones of Control
- Intrinsic Abilities
20Learning 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
21Image from Rise of Nations showing intrinsic
American abilities
22Learning 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
23Image from Civ III showing a barbarian
24Learning From What They Got Wrong
- Other Examples
- Disease transmission
- Inadequate recognition of warfare methods and
goals
25In The Classroom
26In 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
27In The Classroom