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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…Latest Rubrics for Long-Term Researched History Game Projects Available
I was going to hold off on these until the book comes out next year, but there has been enough recent interest on Bluesky (https://bsky.app/profile/gamingthepast.bsky.social/post/3lfkff3yow22a) that I decided to put my most recent rubrics up. Please share widely and credit me when you do so I can help more people get into powerful experiential and inquiry based learninging that is the researched history game topic.
These were designed for 9th and 10th grade history students in classes where students range from grade-level reading and writing to above grade level. To adapt for middle school, reduce requirements for sources (maybe give them a single source even), formal writing components, length etc. Also consider doing a lot of this in class (I often like to split my classes into 20 minute lecture 25 minute project work). If you are teaching in Uni, consider adding more peer-reviewed sources, increasing formal documentation and sophistication of project and decreasing class work time. Either way these rubrics work quite well at getting a product from students — with your expert guidance of course.
Happy to help you work with these any time (all my contacts are on my home page). And then … hopefully mid to late 2026, Designing Historical Games for the Classroom: A Practical Guide for Educators will be out with Routledge!


