This document discusses using strategy games like Civilization to teach history and 21st century skills. It describes how Seann Dikkers uses games in his classroom lessons to engage students in learning about topics like geography, conflict, and historical eras. Students play rounds of the games in class and discuss strategies and themes that emerge. Dikkers believes this "pwning" approach helps students master passions and curiosities while developing skills like problem solving, communication, and global awareness.
17. 21st Century Skills
The North American Council for
Online Learning and the
Partnership for 21st Century Skills,
2006
Students with lived experiences,
that are mastering their
passions & curiosities,
are learning.
18. 21st Century Skills
Information Management The North American Council for
Online Learning and the
Partnership for 21st Century Skills,
Communication Literacy 2006
Self Directed Learning
Problem Solving Skills
Time management Skills
Global Awareness
Students with lived experiences,
that are mastering their
passions & curiosities,
are learning.
20. Civilization III
Lead a civilization from
4000 BC - 2000 AD
Build cities to use
geographical
resources
Manage tax rates,
science research, and
luxuries Text
Negotiate with other
civilizations
Choose between
military,
technologies &
wonders
Squire and Barab, 2003
21.
22.
23.
24.
25.
26.
27. Squire’s Work
1) Why are we playing?
2) Replaying History
3) Emergent Talk
4) Purposeful Game Play
28.
29. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
30. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
31. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
38. Lesson Plan
Day 1 Day 2 + Day 3
Intro: Game play: Wrap up:
-Topic -Play rounds 2-5ish - Finish last round
-Expectations - Circulate - Score
-Set up - Translate vocabulary - Explanations/
-Rules - “Quiz” students - “Next time...”
- Clean up
Play round 1
Share findings:
- Students
- Themes (maps?)
- “Test”
39. General Class Rules
Try (at least one turn w/out
help)
Be helpful (with setup &
cleanup)
Be a good sport
Translate a) the time
Care for the supplies
(Mr. D is broke)
41. Game Rules
Stage 1:“Grow your people”
land type /turn dry /turn Defense Road cost
Arable +20 +10 0 -5
Non-arable +10 +5 0 -10
Ru*ed +5 +5 +1d20 -20
Wa)s cost -5 Generals cost -50
42. Game Rules
Stage 2: “Movement”
Every “unit” can Transportation Hindrances
move +1 square
General = + 1 General = stops
adjoining
Roads = + 2 Wa)s = stops
Rivers = + 2 Ru*ed = -1/2
Entire “move” must Any part of move
use transportation gets hindrance
52. Time Commanders
September 2003 - March 2005
Shogun: Total War Medieval: Total War Rome: Total War Medieval II: Total War
May 2000 May 2002 May 2004 June 2006
Shogun: Mongol Invasion Medieval: Viking Invasion Decisive Battles: History Channel Medieval II: Kingdoms
May 2001 May 2003 Rome: Barbarian Inv. Rome: Alexander Coming Soon... Empire: Total War
May 2007 May 2008
July 2004 - October 2004 August 2005 June 2006
Year
2001 2002 2003 2004 2005 2006 2007 2008 2009