Electric Archaeology: Digital Media for Learning and Research

April 17, 2008

The Year of the Four Emperors mod for Civ IV

This little video records some of the game play in ‘The Year of the Four Emperors’ mod for Civ IV that I’ve used from time to time in my teaching. Things to watch for - the opening shows how to load the mod and get it running; ‘research’ can’t be turned off in the game, but you can make it impossible to carry out (’gunpowder’ for some reason is on the list- but it’ll take ca 2600 turns to do it, by which time the game has ended); the senate takes a vote on declaring one of the contenders Emperor; towns and military units are more or less in their correct historic positions.

February 7, 2008

Interviews with Digital Historians & Humanists

Filed under: digital history, history, making, media literacy — Shawn @ 4:21 pm

I was a participant at the First Digital Workshop held at the Centre for Digital Humanities, University of Nebraska Lincoln in the fall of 2006. I had forgotten that I - and others - had been interviewed for our thoughts on the Digital Humanities: what they were, what they were for, where the field was going, etc. So imagine my surprise when I found the video clips of those interviews today!

My clips are here:

The definition of “digital history” or “digital humanities”

His initial encounters with digital scholarship in the humanities

The atmosphere surrounding or reception of digital scholarship in the academy

Audiences for or community involvement with digital scholarship

The potential for “humanities in the digital age”

It’s a bit odd to watch oneself on video for the first time… I remember I was caught somewhat by surprise, so you can see the little wheels exploding in my head, as I try to sound reasonably intelligent.

The people you should really listen to are:

Abdul Alkalimat, University of Toledo

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

The atmosphere surrounding or reception of digital scholarship in the academy

Audiences for or community involvement with digital scholarship

The potential for “humanities in the digital age”

Edward L. Ayers, University of Virginia

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

His initial encounters with digital scholarship in the humanities

Teaching and student involvement with digital scholarship

Audiences for or community involvement with digital scholarship

The potential for “humanities in the digital age”

Peter Bol, Harvard University

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

The atmosphere surrounding or reception of digital scholarship in the academy

Alan Liu, University of California, Santa Barbara

September 22, 2006

Interview segments:

His initial encounters with digital scholarship in the humanities

Teaching and student involvement with digital scholarship

The atmosphere surrounding or reception of digital scholarship in the academy

The potential for “humanities in the digital age”

John Lutz, University of Victoria

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Audiences for or community involvement with digital scholarship

His initial encounters with digital scholarship in the humanities

Ways that digital tools allow activity that traditional methodologies do not

The potential for “humanities in the digital age”

Patrick Manning, University of Pittsburgh

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

His initial encounters with digital scholarship in the humanities

Audiences for or community involvement with digital scholarship

The potential for “humanities in the digital age”

The influence of the Newberry Library on digital scholarship

Mary Beth Norton, Cornell University

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

Her initial encounters with digital scholarship in the humanities

Teaching and student involvement with digital scholarship

Janice Reiff, University of California, Los Angeles

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Audiences for or community involvement with digital scholarship

The influence of the Newberry Library on digital scholarship

The potential for “humanities in the digital age”

Robert Schwartz, Mount Holyoke College

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

Audiences for or community involvement with digital scholarship

His initial encounters with digital scholarship in the humanities

The potential for “humanities in the digital age”

Andrew Torget, University of Virginia

October 6, 2007

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

His initial encounters with digital scholarship in the humanities

How do you use digital history projects in your research and teaching

Does digital history reach the same or different audiences than “traditional” history

The potential for “humanities in the digital age”

Vika Zafrin, Brown University

September 22, 2006

Interview segments:

The definition of “digital history” or “digital humanities”

Ways that digital tools allow activity that traditional methodologies do not

Her initial encounters with digital scholarship in the humanities

Teaching and student involvement with digital scholarship

The atmosphere surrounding or reception of digital scholarship in the academy

Audiences for or community involvement with digital scholarship

The potential for “humanities in the digital age”

January 18, 2008

Digital History Class at Indiana University of Pennsylvania

Scott Moore, of the history department at IUP, is beginning a class in digital history this semester. He’s blogging his experience too, providing the rest of us with perhaps a peek into the future? I’m looking forward to following this project. Scott writes:

“My Digital History class is all set to go, I think. I finished the syllabus and created a WebCT site for it this afternoon. I use WebCT mainly for lecture notes, images, threaded discussions, and record keeping. Unfortunately, WebCT was bought by Blackboard and is being phased out. IUP’s license for it expires in June 2009 and we will have to adopt different CMS software. In trying to get ready for that, I volunteered to try out Sakai with the class to see what I think of it. I also intend to try out Moodle and its connection to Sloodle with the class - ensuring that these students will be able to give me good feedback to pass on to the IT guys.

I did not order a textbook for this course, but will rely on on-line articles, databases, and websites - appropriate for a digital history class, I think.One of the main ones will be Daniel J. Cohen and Roy Rosenzweig’s Digital History: A Guide to Gathering, Preserving, and Presenting the Past on the Web. The web project, Digital History, also has a nice collection of links to articles, journals, and websites.

I also finished up the pre-test and put it into WebCT. It is 30 questions and is composed of multiple choice, matching, and short answer questions. I intend to give them 50 minutes to take the test and haven’t decided whether to do it in class or let them do it on their own - each has advantages and shortcomings. I won’t probably decide until Monday morning. The questions cover information literacy, Internet topics, and  software. I will be very interested in seeing how the students perform on it. I may give it to my other classes to see if I can get better data on how a wider range of students do on it. For example, since my digital history students are taking this as an elective, doesn’t that mean that they have an interest in the topic and therefore probably will do better on it, than say a Western Civ student? Questions to ponder…..”

December 21, 2007

What does Civilization Stand For? Modding Contest from Firaxis!

Filed under: civilization, games, history, immersive learning — Shawn @ 11:22 am

One last post before the holidays (thanks Jan for bringing this to my attention!), and one which might be of interest to any academic/educational modders out there; nb it’s only for US residents, so my ‘Year of the Four Emperors‘ won’t be in the mix:

What Does Your Civilization Stand For?
Official Rules
Entry Form

The holidays are upon us and we’re certain many of you are wondering what to do while sitting in the comfort of your homes, staying as far away from the nasty weather and shopping crowds as possible. Sure, you could spend time with family, play with the kids, or figure out how to turn on your shiny new iPod. But, we have a better idea. Why not show the world what you can do to customize the greatest strategy game ever made?

And to give you an even bigger incentive Dell has sent us some brand new XPS machines (four desktops and a laptop to be more specific) and we will give them to the winners of this contest. What we are looking for is simple: we want to see your best work, in any of the following four categories:

  • Best In-Game Asset (art, including units, buildings and/or wonders)
  • Best World-Builder Scenario (just a single .wbs file)
  • Best Map Script (just a single .py file)
  • Best Educational Mod (only educators and schools can submit entries for this one)

The creator of the winning entry in each category will receive a Dell XPS desktop computer to show off to your friends. In addition, the best over-all mod from the submissions above will receive the grand prize of a Dell XPS laptop. Can you say Happy Holidays?

Here are some things to remember. The prizes are awarded to individuals only, so if your mod is a team effort, the prizes will only be awarded to the designated team leader. You can use existing mods that you’ve already created, or you can create something from scratch using Civ IV or any of its expansions. Finally, please do not submit mods that are not yours. This not only makes our job harder, but also makes children cry.

The contest begins December 23, 2007, and will run through February 18, 2008, so crack your knuckles and crank out something fabulous. As an aside, this contest is U.S. only, and our lawyers have drafted up a lovely set of rules for you to follow, so be sure to check them out before starting. If you have any further questions, send them in, we’re all ears!

 

By the way, The Ancient Mediterranean Mod version 2.01 FINAL has been released for the ‘vanilla’ version of Civilization IV. I know what I’m going to be doing over the holiday!

November 30, 2007

“Great game, but NOT a study guide”

Filed under: civilization, history, teaching — Shawn @ 11:06 am

Truer words were never spoken:

…that’s why people like me are around! More Civ-related comics & wisdom

November 29, 2007

Civilized Education

An article and two sites:

Jan van der Crabben: ‘Civilized Education

From Firaxis: ‘Educators’ Exchange

and from Kurt Squire, doyen of Civ-for-education: CivWorld

“This is a site for people interested in using Sid Meier’s Civilization for learning academic content, including history, geography, or even game design. We have custom-designed game scenarios, curricula, case studies, and experts on using Civ for learning. Our goal is to help players, students, parents, and even teachers use the game at home, in after school centers and maybe even classrooms.”

I’m in the process of writing up my latest thoughts on using Civ IV in the classroom (and especially, for distance education!). My biggest mistake in my initial foray (link on my publications’ list) was in not thinking carefully enough about assessment and what exactly I was trying to assess. Who knew that university students would balk at playing a game for marks? Watch this space…

November 23, 2007

Niagara 1812 - Interactive Arts & Science, Brock University

Filed under: games, history, teaching — Shawn @ 2:22 pm

The class projects from this year’s crop of students in the Interactive Arts & Science program at Brock University are now online… full details here. The theme is ‘Niagara 1812′, when the Niagara peninsula (location of Brock University, no coincidence) was the flashpoint for hostilities between the young American republic and Great Britain. Lundy’s Lane, Queenston Heights: famous battles every Canadian should know!

The projects are very impressive. They come in a variety of flavours - flash, 3d, a mix of text & bird’s-eye battle… the games are aimed at the secondary school level, and each game’s website comes with suggestions for student or teacher use. Well done!

“From November 2006 to April 2007, Brock University students in Professor Kevin Kee’s IASC3F90 course (”Survey of Humanities Computing”, in the Interactive Arts and Science Program) and Professor Vladimir Wojcik’s COSC3F00 course (”Software Development”, in the Department of Computer Science) developed these computer games for elementary and secondary school history education.”

The Treaty of Ghent

 
Chapters of War

.
Revenge of Brock

November 20, 2007

History Canada Game: Mod for Civ III

Filed under: civilization, games, history, immersive learning, teaching — Shawn @ 1:45 pm

“The History Canada Game is a game based on Canadian history that lets anyone play the past. Based on the award-winning, best-seller Sid Meier’s Civilization III, The History Canada Game is the “What If” game of Canada… and you’re the author. Will you replay our history or rewrite it? The year is 1534… Play the New World

get_game

To Iroquois chief Donnacona, whose 500 followers live just down the St. Lawrence, Cartier’s intentions couldn’t be clearer. But these settlers bring with them powerful weapons, advanced technologies, and promises of great partnership to come. All they want is to take Donnacona’s two sons back to France with him.

What would you do? Welcome the French as your newest allies? Or defend your homeland with extreme prejudice, and probably your life?

What’s next? You decide.

The History Canada Game lets you relive, replay and even rewrite Canada’s history. Play as the English to expand your empire. Play as the Huron to defend your homeland. Wage wars, make peace and explore new lands…the future of Canadian history is in your hand.”

‘The Past Present: Augmented Historical Reality’ - a lesson plan sketch

Filed under: games, history, making, mash up, teaching — Shawn @ 1:30 pm

In a previous post, I briefly considerd how something like Semapedia or Smartpox might be used archaeologically. I’ve recently been thinking about how they might be used in teaching in history. Below is a brief lesson plan I’ve written for a roughly 15 hour project… what I’m curious about is, has anybody else tried to incorporate this kind of thing into their actual teaching practice?

‘The Past Present: Augmented Historical Reality’

Hook: Every place contains an echo of its past. Whether it’s a particular architectural detail on a heavily renovated building or a depression in a field marking the foundation of an abandoned farm house, there are clues everywhere. The problem is how can we see them? How can we train ourselves to read the past in the present?

Concept: To mash up the internet with the real world, tying them physically in such a way that a passer-by can be alerted to the presence of the past in a particular place.

Technology: There are at least three different ways this could be accomplished, with varying degrees of richness and immersiveness and requiring various degrees of technological know-how:

1. Semapedia (www.semapedia.org )
2. Smartpox (www.smartpox.com )
3. Mediascape (http://www.mscapers.com/)

All three methods rely on ‘tagging’ or creating ‘hot-spots’ in the real-world that then can be used to trigger the more-or-less automatic retrieval of information or multimedia from the internet. Semapedia and Smartpox both rely on creating 2-dimensional bar-codes that are then attached to a mail box, wall, tree, etc, while Mediascape depends on global positioning system coordinates.

Semapedia connects the bar-code to an article in the wikipedia. You go to the Semapedia website, type in the relevant wikipedia article URL, and Semapedia provides multiple copies of the barcode. Then, the user attaches the bar code to the building. Semapedia provides the software to enable a camera-phone to read the bar code. A person might be wandering along, spot the bar code, and take a photo of it. The camera decodes the bar code, which causes it to retrieve the relevant information from the wikipedia. You are not required to sign in or register with Semapedia in order to create the bar codes.

Smartpox is a bit more sophisticated, in that it allows you to encode links to any website, other phone numbers, email and text. The process of creating the barcodes is very similar to Semapedia, but it requires the user to be a registered member of the website.

Finally, Mediascape works in much the same fashion, but requires a gps-enabled personal digital assistant. The user sets up ‘hot spots’ in the realworld beforehand; whenever a person using a gps-enabled pda that has the Mediascape software installed on it wanders by the hot spot, it trips the delivery of audio, video, text etc to the PDA.

All three services are free, but the Mediascape requires expensive hand held computers to work, whereas camera phones with web access are more or less standard these days - so Semapedia or Smartpox would be the best option, at least initially.

What would the students ultimately create? There might be a number of options. For instance:

1. Historical tours – the students could research the history of the people for whom the campus buildings (or town) are named. They would then write Wikipedia articles on these people – or update existing pages – and created bar codes for them. Then, they’d place these all over campus. (using Semapedia?)

2. Treasure hunt/scavenger hunt/game – develop an augmented reality game, where the barcodes are used to provide clues, unlock information, played on campus (or around town). Can involve decision-making, branching narratives (ie, choice a, go to this building, choice b, go to that building) (Smartpox?)

3. Recreate the past landscape of the campus through a Mediascape. What was here before? What did it look like, what did it sound like? Tie these things to the appropriate place…

So what would the teacher do with the students?

1. walk about on campus, pointing out ‘hidden’ dimensions (ie: plaque on wall, famous event, who was this person who donated the money to have this building built, why is this building named after this person, what an odd depression in the ground over there)
TIME: 1 hour

2. point out one response to that sort of thing: explore annotated maps etc on Google Earth
TIME: 28 minutes

3. ask students to notice the links between google earth and wikipedia (also wikimapia.org)
TIME: 2 minutes

4. ask students how are wikipedia articles written? What gives them authority? Why are they useful? Write an article
TIME: 2 hours – research, etc

5. observe, Too bad you can’t take google earth with you, as you wander the planet – or can you? Barcodes, semapedia, smartpox, mediascape
TIME: 30 minutes to show how they work, get set up

6. get students to design an application (tour, game, etc) using these
Time: 6 hours

7. get students to swap with other students, play the game etc
Time: 4 hours

8. get students to reflect and give feedback – what works, what doesn’t, do the barcodes help you see the past present? landscape as palimpsest, etc…
Time: 1 hour

Total time: 15 hours

brockcarcode1.jpg

November 14, 2007

Rubric for assessing historical scenario-building for Civilization

Filed under: civilization, games, history, making, serious games, simulation, teaching, tools — Shawn @ 10:54 am

One of the things that always amazes me about playing Civilization IV (or indeed, just about any game you’d care to name) is what might be called the ‘metagame’ - the discussions on the forums, the fansites, the user-created mods. It seems to me that this is one of the most important aspects of the educational use of commercial games. On Civfanatics, there is a discussion entitled ‘the Rise and Fall of Rome‘ which I find absolutely fascinating. These folks are not historians, they are not classics students, but in the course of trying to make an historically ‘authentic’ simulation of Roman culture they embrace such difficult concepts as the conditions behind the emergence of the Social War - and then they devise a way to allow for the possibility of a Social War emerging in the game play! (other historical scenarios in Civ IV available here)

That is the kind of discussion I would want to emerge in my classroom, were I to formally assign the creation of a Civ mod or scenario as part of the assessment of the course. The problem that I’m addressing in this post though is how would I assess the scenario, and the metagame? I’ve addressed the problem of assessment when students play a scenario (in my ‘Year of the Four Emperors’ scenario for Civ IV I assigned a ‘game diary’ that asked pointed questions of the students at particular points in the game) but I’ve only started to grapple with the problem of assessing construction recently. How can you be fair and assess two individual students, one who has a good technical grasp of python, xml, and scenario building but is hazy on the history, and one who knows the history but freezes at the sight of the worldbuilder? How do you mark the mass of material that will be produced as a byproduct? How do you manage the paper trail?

I had a similar problem during my dark old days as a high school teacher of technical drawing. The solution there was a rubric, and I think the solution here might also be a rubric. Rubrics have the advantage of boiling everything down to a checklist of various criteria. Your students can see at a glance what you are looking for, and they can see what they have to do to achieve a good grade. As the prof, you save yourself time, energy, and headaches. Below is my proposed rubric for marking the creation of a scenario for Civilization IV:

Rubric for assessing historical scenario-building for Civilization

The first criterion addresses the question: has the student selected a good problem to try to render in a scenario? Civilization has built in assumptions about how history unfolds. Does the proposed scenario play to those assumptions, or does it challenge them?

The second criterion assesses whether the student has assembled the appropriate secondary or primary literature to ensure the ‘authenticity’ of the scenario (and a very good student will explore just what makes for an authentic scenario).

The next two criteria are asking the student to plan out the scenario on paper first. Where will the issues be? What kind of a map? What scale is appropriate both geographically and chronologically? Clear writing = clear thinking = an easier time of building the scenario. My own scenarios at first suffered from woolly design…

The ‘demonstrates understanding’ criterion might be the place to assess whether the student realizes the problems of simulating history…?

The ‘uses forum/wiki’ criterion - I envision having a group forum or wiki for students to talk out their design problems, and to offer help, hints, and suggestions to each other as they design their scenarios. I’m envisioning each student designs their own scenario, but I want the experience to be a social one. This is especially important for my distance education students…

‘Identify design issues’ - I’m not sure whether to keep this or to discard it. It really should be moved up to the ‘design’ part of this rubric. I do want the students to be demonstrate that they are aware of the constraints the Civilization environment imposes.

The last two are performance related. A student who is otherwise a poor historian (and would get low grades in an essay-based course) would here have a chance to pick up some points - and demonstrate their historical knowledge through making.

So, that’s all off the top of my head this morning. I would be interested to know how others have approached (or if they’ve approached) the problem of assessing the use of games in an educational context in this manner. Should the rubric be expanded? Contracted? Is it hitting the right targets?

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