- What instructional benefits will be gained by playing?
- Who can they contact for help or practice before the game?
- What do Teachers need to know to play and direct this game?
[ Overview | Instructional
Objective | Learners | Context
| Scope | Object of Game | Design
Details |
Competing Products | Motivational
Issues | Design Process | References
]
Overview:
Living in Harmony consists of a website and game that
tell the story of the San Diego Kumeyaay (koo'-me-eye); Native Americans who once
roamed the San Diego region and surrounding lands. The Kumeyaay lived in harmony
with nature, relying on the things that nature provided in order to survive including
the water, animals and especially plants.
The main component of this website is an interactive
game created using The Palace, a multiuser
graphical chat environment. Students interact with a chat facilitator, and each
other, while they explore various aspects of the Kumeyaay lifestyle in an 'edutaining'
environment. Possible activities include online events in which students, teachers,
and others interested in Native American or California history can participate.
Instructional Objective and Learners
California history is the focus of history-social science
instruction at grade 4. The history of California is the story of successive waves
of immigrants from the 16th century through modern times and of the enduring marks
each left on the character of the state. Great emphasis is placed on the regional
geography of California. As part of the grade 4 curriculum standards, student
are required to analyze the different regions and the interactions of physical
characteristics and cultural forces and how the landscape of California has provided
different resources for different people at different times, from the earliest
to the present.
Therefore, in accordance with the State of California Academic
Standards Commission's draft of grade 4 History-Social Science Standards, the
website and game, "Living in Harmony: The San Diego Kumeyaay," provides
students with an opportunity to learn of a unique part of San Diego's history;
its native people, and how they utilized their physical environment. The website
and game also offer students a unique learning environment that combines use of
technology, research, collaboration, and problem solving.
State of California Academic Standards Commission's draft of grade 4, California:
A Changing State:
"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:
- 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."
Reference: Proposed California
and national standards for History/Social Science maintained by the SCORE
History/Social Science site. (curricular
frameworks).
Context of Use
"Living in Harmony: The San Diego Kumeyaay" is designed
to be used as a supplemental teaching aid in the classroom. Ideally, teachers
would have students in a computer lab with Internet access; this allows all students
to play the game in groups of two's or three's. However, in a typical classroom
that may only have one or a few computers, the teacher can still modify the game
so that students can play in a rotating schedule; provided the computers have
Internet access. In a one computer classroom, or even in multiple computer settings,
the teacher could arrange to have the game played with students from remote classrooms;
an added element would be the collaboration with another teacher.
The game is also flexible enough to be played many times or over
the course of time as a continuous game. The game allows the teacher to control
many aspects of the game itself: content, duration of play, number of players,
location of players, and more. Guest speakers could be introduced to the students
during the game to serve as experts or facilitators. A list
of local San Diego Native Americans contacts is available from the website
from which guests could be invited to the game.
Prior to playing "Living in Harmony", students should
receive some form of introduction to the Native Americans of California, as well
as information about natural resources, usage, and consumption. However, the game
itself, used in conjunction with the website, could be used as an introductory
activity with another curriculum objective. Following the game, there should be
a class discussion that reviews all aspects of the game to assess student learning
and interactions during the game.
Scope
"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.
Object of the Game
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.
Design Details
"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
and can be downloaded from the Palace website.. As a bare minimum, workstations
should be:
- Macintosh or PC (minimum 486-66Mhz equivalent)
- 16 MB RAM
- Faster Internet connection improves speed of game. However, game will work
with 28.8 modem
- 256 color, 640x480 screen resolution.
- sound capabilities preferred
Competing Products
"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.
Motivational Issues
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.
.
Motivation
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.
Design Process
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.
References
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