Archive
Playful Learning Initiative on Edgamer
Listen to Zack Gilbert, Gerry James, and I discuss the Playful Learning Initiative and find out how you can participate.
Edgamer 86 Jeremiah McCall and the Learning Games Network
Edgamer 80 Playful Learning Initiative with Jeremiah McCall
Both are also available on Itunes.
Gaming the Past on Edgamer Podcast
I had the pleasure to talk about my work and GTP on the latest episode of Edgamer: EdGamer 61: Gaming the Past with Jeremiah McCall (It’s in a streaming format now but will be out on Itunes soon).
Make sure you check out Edgamer in general for the great work they are doing on video games in education.
Review of Gaming the Past
A couple of formal reviews have come out for Gaming the Past since its publication last year.
The History Teacher, Volume 45, No. 3 (May 2012) http://www.societyforhistoryeducation.org/pdfs/M12_Reviews.pdf
Teacher’s College Record (this one seems to be under restircted access: http://www.tcrecord.org/Content.asp?ContentId=16592
Journal of Digital Humanities Publishes a Special Section on Historical Gaming
Journal of Digital Humanities Vol. 1, No. 2 Spring 2012
This includes a slightly revised and copy-edited reprint on my PtP essays on problem spaces, titled,
Historical Simulations as Problem Spaces: Criticism and Classroom Use
Also included are:
Games and Historical Narratives
Jeremy Antley
Privileging Form Over Content: Analysing Historical Videogames
Adam Chapman
Going Beyond the Textual in History
Jeremy Antley
Materials from GLSES 2012
The slides and handout from my GLSES Keynote and workshop are up on the Presentation Notes and Handouts page.
Hegemony: Philip of Macedon and the Inspiration of Simulation Games
(A republication of my original article at PlayThePast 5/8/2012 )
My original plan for this essay was to analyze the problem spaces filled in by Hegemony and evaluate briefly how defensibly this problem space was presented in light of what ancient evidence suggests about ancient battle. Playing the game, reading the manual, and, most importantly, engaging in the process of using a game to encourage thinking about a relatively unfamiliar problem space have led me in a different direction.
I have been writing on the subject of using simulation games to help students study the past in terms of dynamic systems for some time. And as an educator, I regularly attempt to put myself in my students’ cognitive shoes, to see things and encounter problems as they might. Hegemony allowed me the chance to experience more authentically how a sim can encourage students to think, question, and problem solve in an unfamiliar domain. To be fair, my dissertation and first book were on the Roman citizen cavalry of the Republic, and my third book on the military and political career of Marcellus (cos. 222 etc.). I do not (really!) spend all my time poring through works on ancient battle, and, more importantly, I have never had much opportunity at all to consider Philip II of Macedon’s problem spaces, other than at a superficial level. So while I am familiar with the basic narrative of Philip and the main characteristics of the Macedonian army, my knowledge on these would not fill more than a vaguely worded page or two.
Historical Simulations as Problem Spaces: Some Guidelines for Criticism
This is a reprint of my post at PlayThePast from March 2012. This essay generated some insightful comments, for which see http://www.playthepast.org/?p=2594
What simulation games do best as interpretations is present the past in terms of problem spaces. This is a concept I have co-opted from games and learning theorists (most notably Henry Jenkins and Kurt Squire) for use in thinking about how we teach and learn about the past and use simulation games. I have an article in the works that addresses some aspects of this, but I want to test these ideas out in the meantime. I am also inspired by the recent posts from Trevor and Rebecca and the enthusiastic feedback they generated and wanted to make some sense of that in relation to my work. Any feedback would be most welcome.
I.
The concept of problem space is a highly useful tool for studying historical simulations, teaching history, and using the former to help in the latter. Simulation games are interpretations of the past designed as problem spaces. A problem space, at least as I currently define it, has the following features:
Read more…
CHNM Has Launched My Six-Part Series on Simulation Games
CHNM (The Roy Rosenzweig Center for History and New Media at George Mason University) invited me to write a six part series introducing the effective use of historical simulations to teachers. The series will rely on some of the core practices I have set out in my book, Gaming the Past, while including some more recent insights. I’m very pleased to note the first installment is out.
Why Gaming the Past (the Book)?
(A republication of my original article at PlayThePast )
Routledge released my new book, Gaming the Past: Using Video Games to Teach Secondary History May 16th. I’m very excited for its release as, to my knowledge, it is the only book of its kind anywhere: a practical guidebook taking history and social studies teachers through all the steps of designing and implementing lessons and units using simulation games: selecting games, planning lessons, managing classes, and designing activities and assessments. Although its core audience is high school history teachers, educators at the middle school and college level, will, I believe, find the book useful. Play the Past was kind enough to ask me to spread the word on their site, and so, I’ll take the space to explain how I got to Gaming the Past and why it’s important.
I began teaching high school history immediately after I finished my Ph.D. at Ohio State (2000). In those days I was teaching at a boarding school for boys who had not yet succeeded at academics. Simulations of the pen-and-paper variety quickly became part of my repertoire. Somehow there was a world of difference between asking students to list the features of Soviet propaganda in the early years and having them pretend to be Soviet propaganda ministers designing their own campaign. I was dabbling back then (I like to call it experimenting now), but I found that simulations gripped students in a way few other instructional strategies could. When I relocated to Cincinnati Country Day School in 2002, a new world opened for me. Country Day was the first independent school (probably the first school) to implement a 1-to-1 laptop program for its students, grades 5-12. Equally as important, it’s simply an amazing place built on a terrific student body and faculty. Over the next few years I explored the effective use of computers in the classroom as research and note-taking tools, learning from my colleagues and trying out my own ideas. I continued to play with tabletop simulations along the way and began to experiment with video games, first using Civilization III in the class, then Rome: Total War.
Read more…
New article up
After getting a good reception from various readers to an article I wrote for the Playing with Technology in History conference last year, I decided to post the article here. It’s titled Simulation Games and the Study of the Past: Classroom Guidelines and hints at some of what will be in Gaming the Past. Read it here.


