McCall,
J. (2011). Student-designed text-based simulation games for learning
history: A practical approach to using Inform 7 in the history
classroom. Retrieved from
http://gamingthepast.net/theory-practice/my-work/mccall-informpaper/
McCall
makes the case that as games are engaging, they can serve as fruitful
too in the world of education. However, McCall doesn't call for
playing games – he
calls for having students create
games. Students used Inform 7 (a natural language text adventure
scripting program) to create simple simulations of the ancient Roman
world. Students had to work in groups to create a world framework,
then expand upon it using their knowledge (and research) of the
ancient Roman world. McCall notes that higher-level thinking skills
were necessary for world development, as students had to determine
how people of the period would act, what was possible, and what
interactions were logical between the player and the people of
ancient Rome. Students delved deeper into history by creating a
textual simulation of it – students examined and attempted to
understand history because it became meaningful to them in the
creation of the games.
McCall's
proposal is a rather good one – it appears that it took his high
school history class, spent 2.5 class sessions (50 minutes each)
teaching the scripting language and about three sessions with
students working on the simulations. Engagement was very high (10
out of 60 even went on to develop additional simulations on their
own), and the team aspect of
the lesson appeared to have worked well. I'd like to try using
Inform 7 with my middle school students at some point, although I'm
not sure I can set aside the appropriate amount of time to properly
teach the Inform 7
language. However, if the result in a greater appreciation of the
subject matter, it would seem very well worth it – especially as
this simulation can be extended to other time periods and subjects
throughout the course of the year, potentially taking the place of
other measures of assessment.
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