"4.2 Students describe the major social and political interactions among the people of California from the pre-Columbian societies to the Spanish mission and Mexican rancho periods, in terms of:Reference: Proposed California and national standards for History/Social Science maintained by the SCORE History/Social Science site. (curricular frameworks).
- 1. The major nations of California Indians, their geographic distribution, economic activities, legends, and religious beliefs; and how they depended upon, adapted to and modified the physical environment by cultivation of land and sea resources."
"Living in Harmony: The San Diego Kumeyaay" is a unique game in that its scope can range from one classroom of students to multiple classroom participation. The duration of the game is flexible and is ultimately determined by the facilitating teacher. As a quiz game, the number of questions can be modified according to how much time a teacher allocates for students to conduct their research time on the Internet. For example, each group of students would have about 15 minutes to find answers to two to three questions.
The object of the game is for students to collaborate online to find the correct answers to quiz-like questions within a set time limit. Students are given specific questions about the Kumeyaay lifestyle and/or use of natural resources and must research provided websites to find the correct answers. Special game props are awarded to players when they find the correct responses. Once students have retrieved the answers and their game props, they are "debriefed" by the teacher. Along the way, students can ask questions or communicate with each other. The team that returns to the debriefing hut with all the correct answers to their questions and the correct game props first, wins.
"Living in Harmony: The San Diego Kumeyaay" is a game that combines elements of a quiz, a branching story, and an adventure. The main emphasis of the game is the quiz element that encourages the collaboration of students online and acquisition of knowledge about the Kumeyaay. Students are introduced to the website first, then they proceed to the Palace site where they get directions from the facilitator and begin the game.
Universal Elements
The overall appearance of the game is intended to give the
players a photorealistic environment of the Kumeyaay's lifestyle and environment.
Students can move freely between the webpages and the Palace game. They
can ask questions, earn "props", and communicate with others.
Each of the main "rooms" within the Palace, links to a website,
help, and navigation tools.
Technical Elements
The Palace client software is required in order to play
the Palace game. As a bare minimum, workstations should be:
"Living in Harmony: The San Diego Kumeyaay" is believed to be an original, first of its kind, game. It combines the learning objectives of a webquest with a flexible interactive chat environment that allows students to collaborate online. The game is extremely flexible in that the overseeing teacher, or game facilitator, can manipulate the duration of play, change the quiz questions to better fit the level of his/her students, and/or provide additional depth to the game by introducing a 'guest speaker' online, as well as remote participants from other school sites.
Engaging elements of the game are the graphical representations of Kumeyaay living environments and artifacts, as well as the interaction that takes place between players and the facilitator. The game models much of Keller's ARCS theory:
Attention
The learners perceptual arousal is enhanced by the graphical chat rooms and external websites. Learners actively think and collaborate their efforts during the game and create much of the variability of the game in their interactions with each other.
Relevance
Although the Palace chat format may not be a familiar environment for first time players, the chat room graphics and directions are clear and easy to follow. Because the research component of the game is timed, students must stay focused on their task in order to maintain the competition during the game. Competitive motivation during the game also keeps the arousal of the players.
Confidence
Learners may have difficulties when using the Palace format during the first game. However, the teacher can provide practice prior to playing the game. Previous experience with the technology and researching is also a prerequisite to the game that lends to the players' confidence level. Learners receive support from the game facilitator as well as each other during collaboration in the chat rooms.
Interpersonal motivation, as it relates to Malone and Lepper's theory,
develops through the competition between players. Cooperation and social
recognition are major components of the game and aid in the motivation
of the learners during the game. An element of mystery also motivates the
players in that the teams are not aware of the other teams' progress until
all players return to the 'hut' room.
Although not yet thoroughly beta tested, we feel confident that the level of the players' enjoyment of the game, according to Csikszentmihlyi, will be consistent with his philosophy that the players will be so involved in the game that the learning will be a positive experience for all players.
The game idea came originally from a concept that we had related to navigation (i.e. how to use a compass.) As we thought more about a scenario for this idea, we decided to delve into a Native American theme. Since there is a strong emphasis on Native Americans in California state curriculum for social studies, we decided to make this the main learning objective.
The idea of using The Palace developed as we thought more of making the game accessible from the Internet and involving multiple players. We also wanted to have an opportunity that would allow guest speakers to appear during a game and a chat room was an ideal choice. The Palace also provided a chat environment that would be entertaining to young children.
We began our research on background information of San Diego county native Americans by looking at websites, journals, brochures, and books. We also found a lot of information about the Kumeyaay from the Mission Trails Visitors Center. As we found more information to support the curriculum objectives of teaching about Native Americans and we learned more about The Palace capabilities, the game strategies began to become more clear. Bernie Dodge and his son Alex, a Palace expert, provided much of the feedback that helped give direction to the game.
Learning how to create a Palace server proved to be the biggest challenge in the development of the game. Technical problems arose quite frequently, but did not deter our efforts to find solutions. However, we did discover that thorough documentation (job aids) must accompany the game so as to keep the game's interface user-friendly.
We would like to extend a special thanks to the volunteer staff at the Mission Trails Regional Park for their patience and assistance during our research. A special thank you is also extended to Alex Dodge for his expert advice using "The Palace."
Books & Journals
Alter, Ruth. (1995). The painted rocks. San Diego, California: San Dieguito River Valley Regional Open Space Park Joint Powers Authority.
Cabrillo Historical Association. (1986). Impact of European exploration and settlement on local Native Americans. San Diego, California: Cabrillo Historical Association.
Carrico, R. L. (1987). Strangers in a stolen land: American Indians in San Diego,1850-1880. Newcastle, California: Sierra Oaks Publishing.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row. (Chapter 3: Enjoyment and the quality of life; Chapter 4: The conditions of flow)
Harvey, K., Harjo, L., Jackson, K. (1997). Teaching about native
americans. Washington, DC: National Council for the Social Studies.
Hedges, K. E. An analysis of Diegueño pictographs. A thesis presented to the faculty of San Diego State College. 1970, August.
Keller, J. M., & Suzuki, K. (1988). Use of the ARCS motivation model
in courseware design. In D. H. Jonassen (Ed.). Instructional designs
for microcomputer courseware. Hillsdale, NJ: Lawrence Erlbaum.
Lee, M. (1989). Indians of the Oaks. San Diego, California: San
Diego Museum of Man.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction. Volume 3: Cognitive and affective process analysis. Hillsdale, NJ: Lawrence Erlbaum.
Mills, J. R. (1985). San Diego: where California began. San Diego,
California: San Diego Historical Society. (4thed).
News from the Native Californian: an inside view of the California Indian
world. (12, 1). (1998, Fall).
Schultze, C.A. (1992, Fall). A reconstruction of Ystagua village.
A thesis presented to the Faculty of San Diego State University.
Shipek, F. (1987). Pushed into the rocks: Southern California land tenure
1769-1986. Lincoln, Nebraska: University of Nebraska Press. Electronic
Online Resources (See Kumeyaay website for a more comprehensive listing)