Académique Documents
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Culture Documents
John K. Lee
Jeffrey Probert
North Carolina State University
This study examined an 11th grade high school class as they played the game
Civilization III. Over nine class sessions students played the game in support of
other activities related to several predetermined and emergent topics in U. S.
history. Gameplay was whole-class oriented and involved students taking turns
at the computer controlling actions in the game. Qualitative methods were used
to analyze data that included observation, student work, interviews with students
and the teacher, and a journal maintained by the teacher. Findings are
presented in four areas, suggesting that Civilization III gameplay is complex
and requires creative thinking about how to use game within the constraints of
standard U. S. history curricula. Given the findings of this study, we suggest that
teachers can make effective use of Civilization III in U. S. history classes when
care is taken by the teacher to situate students’ game experiences in rich
classroom discussions and specific non-game oriented activities.
Civilization III and Whole-Class Play in High School Social Studies, pages 1-28
Copyright © 2010 The Journal of Social Studies Research
All rights of reproduction in any form reserved.
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In fact, for all of the game’s worship of technology, I would argue that
Civilization III’s underlying belief system isn’t science: it’s religion.
The formal rather than literal content of the game suggests Christian
baggage: you are omniscient and immortal, all mind, no body, and able
to see the entire world unroll itself beneath you (Chen, 2007, p. 104).
Critiquing the game for its representations of civilization as well as the way
civilization represents Civilization III, Chen suggests that the game is an
immersive, but ultimately boring experience. He goes further suggesting that,
Its goal is to teach you nothing and to the extent that you learn
something from it, the game has failed. This is because any new
thoughts could only have arrived by seeping through the gaps in the
work’s overwhelming hypnosis (Chen, 2007, p.104).
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In his research on using Civilization III, Squire (2004, 2005a, 2005b, 2006)
reported on forms of student learning that occurred while playing the game. In a
study of African American ninth grade history students, Squire (2004) found
that learning took form through a series of student appropriations of specific
elements of gameplay. These appropriations occurred despite various points of
resistance by students to engaging the game. Students played the game in unique
and personal ways and made use of history and geography as tools for
gameplay. For example, one participant in Squire’s study appropriated the game
as a simulation of colonial history in which the students tried to reverse the
success of European colonial powers. This student was reluctant to play the
game until he discovered this appropriation. According to Squire, as this student
played “the game became a hypothetical colonial simulation of sorts, whereby
we examined under what conditions might have colonization played out
differently” (Squire, 2005a, p. 11). Squire described Civilization III as capable
of facilitating a wide range of thinking aimed at the same goals as more
traditional forms of historical thinking activities that involve analyzing historical
documents and constructing from these documents historical understandings.
Specifically, Squire (2004) argues that Civilization III gameplay in the
classroom offered students in his study an opportunity to “examin[e] history and
politics from other points of view, understanding relationships between
geographical systems and history, and seeing how historical narratives could be
tools for solving problems” (p. 410). Squire extended these ideas suggesting
that,
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Method
This study was focused on a one semester period of time during which a
group of twelve students in a high school United States history class played
Civilization III as a part of their regular course experience. The course was
designed for students who had either failed United States history or had been
identified by previous teachers through poor class performance or low scores on
standardized end-of-course tests. The course was developed by the school’s
social studies department at the request of the school administration to directly
address the needs of students for an upcoming standardized end-of course test in
United States history. The school was required, as were all in the state, to
administer a standardized end-of-course test to all students in United States
history. Students’ grade on the end-of-course test counted 25% of their final
grade. The course was taught over an 18-week semester and the curriculum
included content from the English colonization of North America through the
present day.
The class consisted of five males (three African American, one white, and
one Hispanic) and seven females (three African American and four white). Two
of the twelve students had previously failed United States history. Two students
were sophomores, eight were juniors, and two were seniors.
The computer-based game Civilization III was played once a week in a
whole-class setting over a nine week period during an 18-week semester.
Gameplay on those days ranged from 10 minutes to 60 minutes, averaging 25
minutes. The first two gameplay episodes were focused on students learning
how to play the game. The remaining seven gameplay episodes were part of a
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single game session. At the conclusion of each class period when the class
played the game, the game was saved and in the next class reloaded where they
left off.
Gameplay was whole-class oriented and involved students taking turns at
the computer actually controlling actions in the game. The teacher displayed the
game on a large smart board screen, turned down the classroom lights during
game play, and students watched the screen as one student made moves on the
computer in the game. All students were invited to tell the student who was
controlling the computer what to do, but ultimately this one student made the
final decision about what actions to take. The teacher rotated students onto the
computer regularly at a rate of about one student every five to ten minutes. Over
the course of all the gameplay episodes in the semester, all of the students got
multiple opportunities to control the game.
Data sources for this study included interviews with the teacher and
students, observations of the class sessions when the game was played,
reflective artifacts from the teacher and students (including a teacher journal of
gameplay details and gameplay logs completed by students at the end of each
gameplay episode), and saved data files from each gameplay episode. Interviews
were conducted with students and the teacher. The teacher identified four
students for interviews based on their willingness to discuss their experiences
playing the game and their class grades. In order to get a representative sample
of students, the teacher selected two students with high grades and two students
with average grades for interviews.
Students were interviewed after class periods when the game was played. A
semi-structured interview protocol was used for the student interviews
(Appendix One). Students were asked what they liked about the game and about
particular gameplay activities as well as about content reviewed by the teacher
before or during gameplay. All interviews were audio recorded and transcribed.
The interviews were coded using an open coding system. Initial themes emerged
around three ideas; content knowledge, interest in the game, and patterns of
gameplay. These themes were incorporated with themes that emerged from the
analysis of other data.
The teacher was interviewed on two occasions also using a semi-structured
interview protocol (Appendix Two). The first teacher interview was conducted
at the beginning of the semester and focused on the teacher’s plan for instruction
with the game. The second interview was conducted at the mid-point of the
semester and focused on the extent to which the teacher’s expectations regarding
gameplay had been met. The teacher interviews were audio recorded and
transcribed. Teacher interview data was analyzed and coded. Themes emerged
from the data analysis in four categories, gameplay flow, organization of
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wrote analytical memos based on their reviews of data. A second reading of the
data and associated codes was conducted to collapse and reduce codes based on
similarities. Following this code-reduction procedure, data was reviewed again
to note the relationships between codes and identify themes. These themes were
ultimately categorized into three areas, gameplay activities, student learning
related to the curriculum, and perceptions of gameplay. These analytical
procedures were aimed at addressing our research questions which include the
following.
Limitations
As with any small scale study, this research effort is limited in terms of both
the validity of the findings reported and the extent to which findings can be
generalized. To lessen the impact of these limitations, we offer rich descriptions
of the class in which this study occurred and we describe in detail specific
situations and contexts that framed findings. We also offer a reflective essay
from the teacher in this study, who is also a co-author on this report, in an effort
to further extent the context of the findings.
Findings
As the data in this study (interviews, observations, teacher and student
reflections, and gameplay transcripts) were analyzed, findings emerged in three
general areas; 1) gameplay actions and experiences students engaged during
class sessions, 2) curriculum content-based student learning related to gameplay,
and 3) student and teacher perceptions of gameplay. As we analyzed the data,
we were continually reminded of the importance of the Civilization III game
context. This game context and the geographic-oriented interface that the game
uses inspired us to use a geography metaphor to present our findings. We
present findings as a topography of the gameplay by the class in the study. This
topography is presented in four layers including findings organized around the
three themes that emerged from the analysis and an introductory review of the
Civilization III game structure. We first present this overview of the Civilization
III game structure. Second, we narrow the overall gameplay structure in
presenting our first set of findings related to experiences that students had in
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map, the area is illuminated. Movement into another civilization’s territory will
result in war unless previous right of passage has been secured. The game begins
with two units that can be moved on the game board. The initial units are a
settler and a worker. The settler can build a city and workers can engage in
numerous activities that enhance a city’s wellbeing including building roads,
irrigating, and mining. All cities have historical names. For example, in the case
of America the additional city names include New York, Chicago, Los Angles,
Atlanta, and Boston.
Civilization III includes 21 other units, twenty of which are military
(warriors, archers, spearmen, etc). In addition to the settler and worker units, the
lone non-military unit is an explorer, and this unit is not available until advance
levels. Each civilization also has specialized units that are available at advanced
levels of the game. Units can be built in a fixed number of turns depending on
the status of the city where the unit is being built. The smaller and less advanced
the city, the more difficult it is to build units. Instead of building units, a given
city might instead be focused on building one of 25 resources (e.g. aqueducts,
granaries, temples, universities). As cities advance, more options for building
resources become available. Later when a city has grown, a unit can be built in
as quickly as one turn. Play also includes a hierarchical system for developing
cultural characteristics. A complex series of increasingly sophisticated cultural
accomplishments are possible as gameplay continues (e.g. bronze working,
ceremonial burial, and literature). Play includes a government feature that
defaults new civilizations into a state of anarchy and then moves through six
progressively advanced governments that include monarchy, despotism,
communism, republic, and democracy. The game ends in 2050 AD or when all
23 rival civilizations have been conquered. In addition to winning the game
through military conquest, the game includes five other ways to win including
victory through cultural or diplomatic superiority, domination victory, wining a
space race, or based on points accumulated through gameplay in four areas.
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You will need roads when you build cities. All cities in history have
built roads to connect themselves to others. Think about Rome and
their famous roads and trails westward in the United States in the 19 th
century. Think about how important they were.
-Teacher comments to class, 10/10/07
Although the student at the controls did put the unit to work on road
building, some students were not satisfied that the class was doing enough road
building. As one student put it in an interview, “I wanted to build more roads
and connect our cities, but I couldn’t get everyone to do it. I just thought we
would be able to do more with roads connecting” (Student #3, Interview
10/10/07). Gameplay experiences related to road building tended to support this
student’s contention that roads would benefit their city. During two later
gameplay episodes other students in the class comment that they needed a road
to move materials or people from one city to another. In both of these cases, the
students’ concerns arose as a result of the class’s inability to move units from
one city to another.
Students were also able to achieve numerous cultural advancements
including the following accomplishments.
Wheel
Bronze and iron working
Ceremonial burial
Horseback riding
Alphabet
Code of laws
Mathematics
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relate gameplay to curriculum content. The following section describes how the
teacher developed specific content frames to manage this curriculum content
integration as well as more detailed examples of content that students had an
opportunity to learn about during gameplay.
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During the fifth day of the full game, the class established embassies in
three rival cities. These actions enabled students in the class to have an extended
opportunity to learn about the embassy concept. At the beginning of this
gameplay episode, the teacher asked students if they knew what an embassy was
and no one was able to answer the question. The class spent almost five minutes
discussing their embassy building ideas. The following gameplay narrative
recounts the class activities over this five-minute period of time.
During the game, the teacher suggested to students that they click on
the diplomacy button on the bottom right control panel. The diplomacy
screen displayed a wide range of options. The teacher explained to
students that they could start espionage or build an embassy (the two
primary options on the screen), but they only had enough money to
build an embassy. Several students indicated that they wanted to build
an embassy. The student controlling the game selected embassy and a
list of countries where they could build an embassy was activated on
the left of the screen. The teacher asked which country should be first
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After the class, students were asked to describe their personal experiences
learning about the embassy concept. On a simple level, one student explained
what an embassy was by describing the actions associated with embassies. “It’s
like dealing with a different country,” he said (Student #1, Interview 10/24/07).
This student understood that embassies enable interaction between countries, but
did not offer much on how that interaction took place. Another student described
embassies with detail about what embassies enabled for a country.
We could have communication with them and trade with them and be
friends with them. That’s what I think it is about. But, I don’t think we
should put them everywhere. We were trying to put them everywhere. I
think we should have kept it to a certain amount.
-Student #4, Interview 10/24/07
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After this class, students were asked about their experiences in the game.
Several mentioned the problem with locating Washington in a low-lying area.
The first day I didn’t understand why we had to build a city there and
[the teacher] was kind of diagramming why it wouldn’t be good to
build a city there, but we wanted to build a city. But, now I understand
why we shouldn’t have built our city there because of the water and
stuff. But, you missed it. I was saying why can’t we move our city
because everyone is getting sick in that city and this one is not.
-Student #4, Interview 10/10/07
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seemed constantly concerned about the status of Washington, the inability of the
city to grow after the fourth gameplay episode led to students mostly
disregarding Washington.
In later gameplay episodes (specifically episodes 4-9), students acted on
their mistake with the settlement of Washington by more carefully selecting the
location of New York, which was their next city, and later their third city of
Pinktown. The settlement of these two cities resulted after students discussed the
problems with their earlier efforts in Washington. The class chose a site for New
York that was in a grassy plain close to a body of water. One student described
the class’s thinking about Washington in the settlement of New York. “Yeah,
[Washington’s] in a flood plain and everything and now they’re having this
period where we have to keep a warrior there and New York has no flood plains
and they are staying all together” (Student #3, Interview 11/02/07).
Teacher reflection
In this section, we offer a reflection from the teacher of the class in this
study (also an author on this paper). This reflection is offered to provide
additional context as well as to broaden the perspective of the gameplay
experiences in this study.
The purpose of this activity was to assist low performing students in
comprehending several major concepts identified by the state standards for
United States History. The course was designated as introduction to United
States History. The goal of playing Civilization III was to foster student learning
through transfer of gameplay experience to factual knowledge. Student
knowledge was evaluated through a variety of assessment methods. The primary
assessment was the individual data collection log sheets, which were collected
and evaluated by me after each gaming session. Other assessment tools
included my observations, classroom discussion, and bi-weekly tests.
In my observations of student interaction during gameplay, it was apparent
that a core group of students began to dominate the game. This core group
consisted of three males and two females. These students became very vocal in
making suggestions to the student controlling the units. The students, when
chosen to control the units, rarely made a decision on their own. Instead, they
deferred to their classmates for guidance prior to moving a unit or selecting a
cultural advancement to pursue. Discussions ranged from type of unit to create
to decisions such as trade, construction projects, relations with other nations, and
movement of units.
Students in my class grasped the concept of geography and its importance
to city location and development. Students learned about the importance of
geography in human settlement. I was able to use the mistake the class made
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with the settlement of their first city, Washington, as a way to teach about
several American colonial settlements including Jamestown. Both Jamestown
and the class’s city of Washington were built on a flood plain. Neither city
prospered, at least at first, and both were in a constant civil unrest. Students
realized they selected a poor geographic site for this city, and their next two
cities, New York and Pinktown, were built on grasslands near water. Both cities
grew rapidly and prospered.
Another concept students grasped during the gameplay was the idea and
resulting consequences of making an incursion or trespassing into another
nation’s territory. Students learned that such actions could lead to war. I used
this idea to relate gameplay to U. S. Western Expansion, specifically the
Mexican War and the Indian Wars throughout the 1700s and 1800s. Students
made a concerted effort to avoid war during regular gameplay. The class
apologized for transgressions, paid bribes to avoid war, and established
embassies in foreign nations to foster better relations with rival nations.
A third concept students learned about was the impact of alliances and how
alliances can lead to a larger, more deadly conflict. Students decided to go to
war against the Zulu nation in order to acquire wealth and territory and I was
able to relate the historical concepts of U. S. imperialism and Manifest Destiny
to this decision. Part of the class’s decision making related to a consideration of
the risk incurred when going to war. For example, when the game informed the
class that the Zulu feared their spearmen, the class took this into consideration
along with the other issues such as their overall goal in gameplay, their relations
with other nations, and what was to be gained from the conflict. After attacking
Zululand, the class learned about the concept of alliances when the German and
Incan nations joined the Zulu and declared war on their nation. During the final
gameplay session, the only trade ally that students had, the Dutch, joined the
Zulu alliance against them. The end result was the conquest of their cities and
the end of the game. I was able to relate this disaster to the alliance system and
World War I.
One concern I have for future game play is the lack of participation by all
students. The gameplay was conducted as a whole class activity utilizing one
computer, a data projector and an interactive whiteboard. Five students who
remained actively engaged throughout the semester tended to dominate
gameplay. Although the remaining students were engaged, they remained more
passive and rarely offered suggestions to the student game controller. These
students may have been more involved if I had three groups of four students
playing the game at different computers. Another concern was the lack of
information on the data collection sheets. Some students wrote a considerable
amount of information on the sheets, while others had few comments. Students
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who did not write extensive comments on the data sheets did participate in the
gameplay discussions before and after each gaming session.
In summary, playing Civilization III does appear to reinforce concepts
learned in class and evidence does exist that transfer of knowledge from
gameplay did occur among the students. This became evident during the teacher
led discourse before and after the gaming sessions. Whether or not this transfer
of knowledge would have occurred on a standardized test such as the state
mandated end of course test for United States History is uncertain. Additional
studies and gameplay with Civilization III need to be conducted. There is
evidence from the sessions of Civilization III gameplay that the students utilized
information skills. The class engaged in collaborative problem solving,
respected each other’s suggestions, and learned several key concepts such as
geography and its influence on economic development.
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References
Arnseth, H. C. (2006). Learning to Play or Playing to Learn - A Critical Account
of the Models of Communication Informing Educational Research on
Computer Gameplay. Games studies, 6(1). Retrieved July 10, 2009,
http://gamestudies.org/0601/articles/arnseth
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Smith, M. (2005). Muzzy Lane making history. Technology & Learning, 26(3),
12.
Squire, K. (2004). Replaying history: Learning world history through playing
“Civilization III.” Unpublished Dissertation. Indiana University,
Bloomington.
Squire, K. (2005a). Civilization III as a world history sandbox. In M. Bittanti
(Ed.). Civilization and its discontents. Virtual history. Real fantasies. Milan,
Italy: Ludilogica Press. Retrieved February 26, 2009,
http://labweb.education.wisc.edu/room130/PDFs/civ3-education-
chapter.doc
Squire, K. (2005b). Changing the game: What happens when videogames enter
the classroom? Innovate 1(6). Retrieved November 10, 2009,
http://www.innovateonline.info/index.php?view=article&id=82%20
Squire, K. (2006). From content to context: Videogames as design experience.
Educational Researcher, 35(8), 19-29.
Trotter, A. (2004). That's edutainment. Teacher Magazine, 16(2), 15.
VanFossen, P. J., Freidman, A. and Hartshorne, R. (2008). The role of
MMORPGs in social studies education. In Ferdig, R. (ed.), Handbook of
Research on Effective Electronic Gaming in Education; Hershey, PA:
Information Science Publishing, 235-250.
Whelchel, A. (2007). Using Civilization simulation video games in the world
History classroom. World History Connected 4(2) Retrieved June 5, 2009
from http://worldhistoryconnected.press.uiuc.edu/4.2/whelchel.html.
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Appendix One
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Appendix Two
Second interview
1. What are some of the things that worked in your classes when the game
was played?
2. What were some things that did not work?
3. What were some of the content topics that emerged in class sessions?
4. Did you have any problems the management of the activities?
5. Describe some of the things that you observed over several gameplay
sessions?
6. How do you think students responded to the game?
7. If you could change anything about the gameplay, what would it be?
8. What are some lessons learned from your experiences?
Jeffery Probert is a teacher at the Beaufort County Early College High School in
Beaufort County, North Carolina. He is a doctoral student at North Carolina
State University in social studies education where his research is focused on
gaming in social studies.
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