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Debriefing in History class with Defensible Models in history games: A quick report
Today was my second day of having my 10th grade students play the Grizzled. As I’m pretty sure all teachers know, end of year we often get exhausted and careless about details, kids and teachers. The 10th graders are bright and capable Honors Students. I have analyzed a number of historical games with them this school year so they know the deal. Or so I thought. But the understandable exhaustion was setting in and I saw it. If I didn’t shape up, we’d lose the analytical parts of playing the game, hardly fitting for the capstone game of the year. I knew I needed my students to get into the granular analysis of the historical problem space of the Grizzled and its implementation in pieces and mechanics. Then they could discuss and take notes and we could all discuss, and the hoped for learning happen.
Recently (past few months) I started talking more explicitly to these kids about the idea of whether a given historical game has defensible models. I have used that term since my first writing in 2010 and in Gaming the Past, First Edition (2011). But I have not always taught it consistently to my students. After my draft musings on defensible models and defensible problem spaces from March, it clicked that the question of whether a game has defensible models is an outstanding way to debrief a class on a historical game. That did not fully click until today. The debrief went beautifully, in large part because I used the concepts of defensible models and the Historical Problem Space framework to guide the debrief.
Recall my proposition that a history game has defensible models to the extent that one can support with valid evidence that some agents existed in a place like THIS (i.e. like that this game represents), and had goals like THIS, in a world system like THIS, and were able and did at times make action-choices like THIS to achieve those goals. In other words, a game is defensible to the extent it models a valid-evidence-supportable historical problem space.
Read more…Open Teacher Letter – When Rivers Were Trails
I received this email the other day asking about using When Rivers Were Trails in a 7th grade Social Studies Class in Minnesota. The game is available for free and runs on Windows and Mac. As the developers note on the itch.io page, https://indianlandtenure.itch.io/when-rivers-were-trails, “When Rivers Were Trails is a 2D point-and-click adventure game in which Oregon Trail meets Where the Water Tastes Like Wine. An Anishinaabeg in the 1890’s is displaced from their traditional territory in Minnesota and heads west to California due to the impact of allotment acts on Indigenous communities, facing Indian Agents, meeting people from different nations, and hunting, fishing, and canoeing along the way as they balance their wellbeing.” It is a terrific game for students studying US and Native American history and present at any grade level including college. The basic lesson guidelines will work for any age/grade level; just adjust the historical research part with appropriate readings. Here is my response to the letter, with a bit of editing and expansion. For more information, see my earlier post on this game
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