historical inquiry game aera 2009

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Exploring the potential of a place-based Augmented Reality (AR) game to support historical inquiry James Mathews University of Wisconsin Local Games Lab Games, Learning, and Society Research Group

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Page 1: Historical Inquiry Game AERA 2009

Exploring the potential of a place-basedAugmented Reality (AR) game to support historical inquiry

James MathewsUniversity of Wisconsin

Local Games LabGames, Learning, and Society Research Group

Page 2: Historical Inquiry Game AERA 2009

Augmented Reality Games - The Basics

Played on a PDA/handheld computer or smart phonethat is equippedwith a GPS unit.

Page 3: Historical Inquiry Game AERA 2009

The “Game Space”

The games are playedin the physical environment.

The GPS tracks yourlocation as you explorethe “game space.”

Page 4: Historical Inquiry Game AERA 2009

Location Sensitive Content

Page 5: Historical Inquiry Game AERA 2009

What do AR games borrow from video games?

Role-playing / Differentiated Roles

Narrative Hook / Backstory

Problem Space / Master Goal / Sub-Tasks

Multi-modal Content

Collaboration / Competition

Contested Spaces

(Squire, 2004; Gee, 2003; Shaffer, 2006; Dickey, 2005)

Page 6: Historical Inquiry Game AERA 2009

Current Study: How might AR games be used to build students’ capacity to think empathetically?

Page 7: Historical Inquiry Game AERA 2009

Dow Day October 18, 1967

A Place-based AR Game

Page 8: Historical Inquiry Game AERA 2009

Game Context - “Contested Space”

Dow Chemical Company makes napalm

Dow Chemical plans to recruit students on the UW-Madison campus

Some students plan protests aimed at blocking the interviews…

Page 9: Historical Inquiry Game AERA 2009

The Mission

“Things are heating up on Bascom Hill and we need a story, and some photos by 3:00. Get up there and check things out.”

“I set up an appointment with an administrator from the UW and a representative from Dow Chemical. They will meet you in front of Bascom Hall. Make sure that you meet them on time.”

“Got all that? You better hurry…””

You are a reporter working for the Capital Times.

Your editor just called and told you to meet him at the Memorial Union. He has an important story for you to cover.

He has arranged for a photographer to help you cover the story.

The Editor

Page 10: Historical Inquiry Game AERA 2009

Game Play

As students play the games they use the PDA to…

Explore the physical environment

Meet and interview virtual characters

View photos and video clips

Gather and read primary documents

Take on roles + collaborate with other players

Page 11: Historical Inquiry Game AERA 2009

Game-based Learning (Gee, 2003; Squire, 2007; Shaffer, 2006)

Historical Empathy / Perspective Taking

* Conceptualizing (Barton & Levstik, 2004; Davis, Yeager, & Foster, 2001)

* Designing for (Portal, 1998; Foster, 2001; Foster & Yeager, 1998)

* Assessing (Downey, 1995; Kohlmeier, 2006; Jensen, 2008)

Design / Theoretical Framework(s)

Historical Empathy

Game-based Learning

Page 12: Historical Inquiry Game AERA 2009

Intervention: 10-Day Game-based Curriculum

Phase Activities Sample:

1. Pre-game Generate initial inquiry question(s)Background / Context

Start inquiry journalIntroduce heuristics (corroboration, sourcing, contextualizing)

2. Game Enter roles“Situate” experienceIntroduce complexities

“Simulate” eventInvestigate in “real time” Explore multiple perspective

3. Build on game experience

React Revisit inquiry questions

Review game text and documentsSelect and interpret new evidencePractice heuristics

4. Synthesize Reconstruction / Narrative

Write newspaper articleChoose photos to run with your story

5. Game design session

Critique / “re-design” Analyze bias and propose additional perspectives, experiences, + resources

Page 13: Historical Inquiry Game AERA 2009
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* 9 High School Students (2 Girls, 7 Boys)

* 7 failed at least one semester of U.S. History

* Reluctant readers in school-based context

* Limited background using document-based learning

* Limited contextual understanding

Participants

Page 15: Historical Inquiry Game AERA 2009

Data & Analysis

What did I look at?

* Artifacts that students created (journal, historical analysis sheets, news article)* Pre- and post-historical inquiry tasks* Pre- and post-surveys * Interviews* Classroom observations

What did I look for?

* Recognize that the past is different from the present* Understand the context under which the historical events took place* Recognize that there are various perspectives from the past* Use historical evidence when making argument* Recognize their own positionality and how it shapes their interpretation (Downey, 1995; Kohlmeier, 2006; Jensen, 2008)

Page 16: Historical Inquiry Game AERA 2009

1. Increased student motivation to complete pre- and post-game reading, writing, and historical interpretation / analysis activities

2. Students identified (with increasing complexity) the multiple perspectives surrounding the events.

3. Students “cared about” the events/actors, which increased engagement, but interfered with historical empathy

4. Playing a site-based simulation impacted the types of questions students asked --> The place became a source of evidence.

5. Students struggled to think of the past as different

Results

Page 17: Historical Inquiry Game AERA 2009

5. Provided a space for “unpacking” the values at play

6. Newspaper article helped students move away from their own positionality and focused them on the use of evidence

7. Students developed a more nuanced understanding of photographic evidence as a “construction of reality”

8. Growth in students’ ability to use heuristics to interpret historical documents

Results

Page 18: Historical Inquiry Game AERA 2009

Future Work?

1) Next iteration of Dow Day

2) Students (and teachers) designing AR games

3) AR games as assessment tools

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Thanks

Contact Info James Mathews

[email protected]

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Page 21: Historical Inquiry Game AERA 2009

Augmented Reality

Page 22: Historical Inquiry Game AERA 2009

Curriculum Overview

Played as part of a 10 day curriculum

Role play as a journalist

Investigate the event in “real time”

Develop basic news reporting skills

Explore point of view and bias in news reporting

Page 23: Historical Inquiry Game AERA 2009

Augmented Reality Gaming on Handhelds, 1st year ReportNovember 29, 2006

Lake Wingra(Madison)

Mad City Mystery(Madison)

South Shore Beach

(Milwaukee)

Greenbush(Madison)

Hip Hop Tycoon

Place specific Place agnostic

Urban EcologyCenter

(Milwaukee)

Dow Day

Mystery Trip

Page 24: Historical Inquiry Game AERA 2009

Summer:TeacherWorkshops

Fall:implementations

Curriculum design

Winter:Redesign

Spring:Implementations

Project Refinement

STAR Schools Grant• 3 years• 30 teachers in Madison, Milwaukee, Boston• Improving mathematics and literacy skills

Page 25: Historical Inquiry Game AERA 2009

A Sample Encounter

Page 26: Historical Inquiry Game AERA 2009

• Place-based historical simulation

• Inquiry-based model

• Engages students in “historical thinking”(Wineburg,VanSledright)

Interpreting primary and secondary resources

Identifying and analyzing multiple perspectives surrounding an historical event

Gathering evidence and developing historical arguments

Design Principles

• Played as part of a larger curricular unit

Page 27: Historical Inquiry Game AERA 2009

Sample Encounter

Description: You feel a buzzing in your backpack. You take out your Communicator, and tune in. It's John Martin. His face is scratched and bloody, battered and bruised.

Interview: Whoa! I didn't think I'd get you! This Communicator is whacked pretty badly. Hello? Hello? Can you hear me? Well, it says it's transmitting, so if you can hear me, listen up. I'm not sure what's going on, but don't come back to camp! And stay low! After you left, camp was overrun by men in green tights. We tried to fend them off. There were five of them on Noah at one time, and Addie took out eight or so, but the sheer numbers overcame us.

I'm not sure why they attacked. Head up Great Pond Mountain and I'll try to communicate with you there. Stay out of sight, and off the open faces -- and don't take the main trails; I think they're monitoring them.

Go! and be careful!

John

From “Mitchville:

Where the War Began”

Page 28: Historical Inquiry Game AERA 2009

Presentations should represent on the average a 7-10 minute summary of the paper. Highlights may be given covering such points as the purpose of the study, description of the sample, methodology, problems, and major findings, conclusions, or recommendations. The amount of time devoted to each highlight will vary according to the author’s evaluation of the importance of each area to the paper.

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Moving towards place specific games

xmlGame Editor (xml generator)

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Moving towards teacher and student designed games