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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.

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Defensible models and Historical Problem Spaces as an approach to assessing the validity of of historical games.

We Should Move Beyond Evaluating a Historical Game Primarily on Whether it Portrays a List of “Facts” Historically Accurately

When I first started shifting from my independent work on video games and history education into the fledgling community of Historical Game Studies fostered by playthepast.org which was launched under founding editor Ethan Watrall’s guidance in 2010 I began as an educator and historian approaching games. I suggested in The Happiness Metric in CivCity:Rome and the Critique of Simulation Games (September 2010)

Asking whether a historical simulation game is accurate as if that were an all-or-nothing quality seems to me to be missing the point—the accuracy of any historical interpretation is not something that can be determined with any certainty. One historian’s common sense convention is another’s faulty construct to be dismantled. One generation’s conventions are the next’s biased assumptions. What really matters in historical interpretations is the extent to which any particular one is constructed based on the strongest, most defensible readings of evidence and the best supported and culturally sensitive understandings of human behavior. So, a far better criterion than accuracy when critiquing a historical simulation game is whether its core gameplay offers defensible explanations of historical causes and systems. So for example, it is not a question of whether a civilization building game allows a player to develop nuclear fission in the 17th century, but whether the game reasonably models the factors, including constraints, that lead to the development of such technologies. This focus on defensible models of causation is absolutely critical when one’s interests, like mine, center on using simulations as models to aid student (most often high school, but middle school and college as well) in understanding historical systems and learning to critique interpretations of the past. Let me be clear on the term interpretation here. We do not access the past directly nor do we present the past directly; we can only access and construct interpretations. This is true whether the interpretation comes from the Roman historian Livy, the modern historian McCall, or the game designers at Firefly. In this light, so long as a game’s core gameplay is historically defensible, any, even many inaccuracies serve as highly useful targets for getting students to launch evidence-based critiques. Evidence-based critiques is the operative term; simulation games should be critiqued using abundant references to the contents of valid sources of historical evidence.

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Latest Rubrics for Long-Term Researched History Game Projects Available

January 12, 2025 Leave a comment

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!