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Pwning History
 Seann Dikkers - UW-Madison
        Twit: sdikkers
   web.me.com/seanndikkers
WTF?!?!
Think ahead
Use/Own your pawns
      (pwn)
   Seek counsel
21st Century Skills
                           The North American Council for
                           Online Learning and the
                           Partnership for 21st Century Skills,
                           2006




   Students with lived experiences,
      that are mastering their
        passions & curiosities,
            are learning.
21st Century Skills
Information Management              The North American Council for
                                    Online Learning and the
                                    Partnership for 21st Century Skills,
Communication Literacy              2006

Self Directed Learning
Problem Solving Skills
Time management Skills
Global Awareness

            Students with lived experiences,
               that are mastering their
                 passions & curiosities,
                     are learning.
Civilization
Civilization III
Lead a civilization from
  4000 BC - 2000 AD
Build cities to use
  geographical
  resources
Manage tax rates,
 science research, and
 luxuries                  Text
Negotiate with other
  civilizations
Choose between
  military,
  technologies &
  wonders


                                  Squire and Barab, 2003
Squire’s Work

1) Why are we playing?
2) Replaying History
3) Emergent Talk
4) Purposeful Game Play
Squire & Barab   Squire, Devane, Durga   Dikkers’ Teaching Days
  In schools      Summer programs Classroom Lessons
    2004              2008             w/Mods


                    10 sessions =
 17 periods =
                     @ 25 hours              3-5 periods =
  @ 17 hours
                  or “60-80 hours”            @ 4 hours
Full classrooms
                   10-12 students


                      “Players to
“Problematic”                                  “Pwning”
                      designers”
Squire & Barab   Squire, Devane, Durga   Dikkers’ Teaching Days
  In schools      Summer programs Classroom Lessons
    2004              2008             w/Mods


                    10 sessions =
 17 periods =
                     @ 25 hours              3-5 periods =
  @ 17 hours
                  or “60-80 hours”            @ 4 hours
Full classrooms
                   10-12 students


                      “Players to
“Problematic”                                  “Pwning”
                      designers”
Squire & Barab   Squire, Devane, Durga   Dikkers’ Teaching Days
  In schools      Summer programs Classroom Lessons
    2004              2008             w/Mods


                    10 sessions =
 17 periods =
                     @ 25 hours              3-5 periods =
  @ 17 hours
                  or “60-80 hours”            @ 4 hours
Full classrooms
                   10-12 students


                      “Players to
“Problematic”                                  “Pwning”
                      designers”
Think ahead
Use/Own your pawns
      (pwn)
Land influences power

 Geography can predict

Some borders are ‘natural’
Pwn’n Civilization

    Formerly known as
      War Gods
“Historical” writing
Make your own
                         &
 Civilization
                     Timelines



                   After-school
   Groups
                      clubs




    Time               Rules
Lesson Plan
     Day 1                 Day 2 +              Day 3

Intro:          Game play:               Wrap up:
-Topic          -Play rounds 2-5ish      - Finish last round
-Expectations   - Circulate              - Score
-Set up         - Translate vocabulary   - Explanations/
-Rules          - “Quiz” students        - “Next time...”
                                         - Clean up
Play round 1
                                         Share findings:
                                         - Students
                                         - Themes (maps?)
                                         - “Test”
General Class Rules
         Try (at least one turn w/out
         help)
         Be helpful (with setup &
         cleanup)
         Be a good sport
         Translate a) the time
         Care for the supplies
         (Mr. D is broke)
Supplies
Overhead pens (4 colors)
Grid maps
(w/ 1.5” squares, laminated)
Rules handouts
Random events cards
20 sided dice
Spray bottles & Paper
towels
Game Rules
Stage 1:“Grow your people”
land type        /turn dry /turn Defense Road cost
      Arable      +20       +10    0        -5

      Non-arable +10         +5     0         -10

      Ru*ed        +5        +5    +1d20      -20

Wa)s cost -5                       Generals cost -50
Game Rules
Stage 2: “Movement”
Every “unit” can Transportation       Hindrances
move +1 square
                      General = + 1       General = stops
                                          adjoining
                      Roads = + 2         Wa)s = stops

                      Rivers = + 2         Ru*ed = -1/2
                 Entire “move” must   Any part of move
                 use transportation    gets hindrance
Conflict
Stage 3: “Resolve Conflicts”
                        120   50
Conflict
Stage 3: “Resolve Conflicts”
                        120   50

                      Both ro) 1d20
Conflict
Stage 3: “Resolve Conflicts”
                        120   50

                      Both ro) 1d20
                   120 +    > 50 +
Conflict
Stage 3: “Resolve Conflicts”
                        120   50

                      Both ro) 1d20
                   120 +      > 50 +
                       140 - 70 = 70
                     on both squares
Conflict
Stage 3: “Resolve Conflicts”
                        120   50

                      Both ro) 1d20
                   120 +      > 50 +
                       140 - 70 = 70
                     on both squares
                         35   35
Surprises
 Cities $50      Added defense 1d20 and growth +10


Railroads $5     Transportation +2


Irrigation $10   Growth rates +10
Play
Wrap Up

                  Strategy Talk

                                   Real
       Digging
                                   World
       Deeper
                                  Themes
                    Current
                    Events


Game               Subject            Application
Extras
Time Commanders
                                                                                               September 2003 - March 2005




Shogun: Total War                                     Medieval: Total War                                            Rome: Total War                                                    Medieval II: Total War
May 2000                                              May 2002                                                       May 2004                                                           June 2006




                           Shogun: Mongol Invasion                                 Medieval: Viking Invasion                 Decisive Battles: History Channel                                                   Medieval II: Kingdoms
                           May 2001                                                May 2003                                                                      Rome: Barbarian Inv.   Rome: Alexander                                         Coming Soon... Empire: Total War
                                                                                                                                                                                                                 May 2007                       May 2008
                                                                                                                             July 2004 - October 2004            August 2005            June 2006




                                                                                                                                                                                                                                                                                   Year
                    2001                       2002                         2003                         2004                               2005                            2006                          2007                           2008                       2009
http://civworld.gameslearningsociety.org/index.php
http://web.me.com/seanndikkers/
?
Pwning History
 Seann Dikkers - UW-Madison
  e-mail: sdikkers@gmail.com
   web.me.com/seanndikkers

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Pwning History

  • 1. Pwning History Seann Dikkers - UW-Madison Twit: sdikkers web.me.com/seanndikkers
  • 2.
  • 3.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Think ahead Use/Own your pawns (pwn) Seek counsel
  • 15.
  • 16.
  • 17. 21st Century Skills The North American Council for Online Learning and the Partnership for 21st Century Skills, 2006 Students with lived experiences, that are mastering their passions & curiosities, are learning.
  • 18. 21st Century Skills Information Management The North American Council for Online Learning and the Partnership for 21st Century Skills, Communication Literacy 2006 Self Directed Learning Problem Solving Skills Time management Skills Global Awareness Students with lived experiences, that are mastering their passions & curiosities, are learning.
  • 20. Civilization III Lead a civilization from 4000 BC - 2000 AD Build cities to use geographical resources Manage tax rates, science research, and luxuries Text Negotiate with other civilizations Choose between military, technologies & wonders Squire and Barab, 2003
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27. Squire’s Work 1) Why are we playing? 2) Replaying History 3) Emergent Talk 4) Purposeful Game Play
  • 28.
  • 29. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days In schools Summer programs Classroom Lessons 2004 2008 w/Mods 10 sessions = 17 periods = @ 25 hours 3-5 periods = @ 17 hours or “60-80 hours” @ 4 hours Full classrooms 10-12 students “Players to “Problematic” “Pwning” designers”
  • 30. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days In schools Summer programs Classroom Lessons 2004 2008 w/Mods 10 sessions = 17 periods = @ 25 hours 3-5 periods = @ 17 hours or “60-80 hours” @ 4 hours Full classrooms 10-12 students “Players to “Problematic” “Pwning” designers”
  • 31. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days In schools Summer programs Classroom Lessons 2004 2008 w/Mods 10 sessions = 17 periods = @ 25 hours 3-5 periods = @ 17 hours or “60-80 hours” @ 4 hours Full classrooms 10-12 students “Players to “Problematic” “Pwning” designers”
  • 33. Land influences power Geography can predict Some borders are ‘natural’
  • 34. Pwn’n Civilization Formerly known as War Gods
  • 35.
  • 36. “Historical” writing Make your own & Civilization Timelines After-school Groups clubs Time Rules
  • 37.
  • 38. Lesson Plan Day 1 Day 2 + Day 3 Intro: Game play: Wrap up: -Topic -Play rounds 2-5ish - Finish last round -Expectations - Circulate - Score -Set up - Translate vocabulary - Explanations/ -Rules - “Quiz” students - “Next time...” - Clean up Play round 1 Share findings: - Students - Themes (maps?) - “Test”
  • 39. General Class Rules Try (at least one turn w/out help) Be helpful (with setup & cleanup) Be a good sport Translate a) the time Care for the supplies (Mr. D is broke)
  • 40. Supplies Overhead pens (4 colors) Grid maps (w/ 1.5” squares, laminated) Rules handouts Random events cards 20 sided dice Spray bottles & Paper towels
  • 41. Game Rules Stage 1:“Grow your people” land type /turn dry /turn Defense Road cost Arable +20 +10 0 -5 Non-arable +10 +5 0 -10 Ru*ed +5 +5 +1d20 -20 Wa)s cost -5 Generals cost -50
  • 42. Game Rules Stage 2: “Movement” Every “unit” can Transportation Hindrances move +1 square General = + 1 General = stops adjoining Roads = + 2 Wa)s = stops Rivers = + 2 Ru*ed = -1/2 Entire “move” must Any part of move use transportation gets hindrance
  • 43. Conflict Stage 3: “Resolve Conflicts” 120 50
  • 44. Conflict Stage 3: “Resolve Conflicts” 120 50 Both ro) 1d20
  • 45. Conflict Stage 3: “Resolve Conflicts” 120 50 Both ro) 1d20 120 + > 50 +
  • 46. Conflict Stage 3: “Resolve Conflicts” 120 50 Both ro) 1d20 120 + > 50 + 140 - 70 = 70 on both squares
  • 47. Conflict Stage 3: “Resolve Conflicts” 120 50 Both ro) 1d20 120 + > 50 + 140 - 70 = 70 on both squares 35 35
  • 48. Surprises Cities $50 Added defense 1d20 and growth +10 Railroads $5 Transportation +2 Irrigation $10 Growth rates +10
  • 49. Play
  • 50. Wrap Up Strategy Talk Real Digging World Deeper Themes Current Events Game Subject Application
  • 52. Time Commanders September 2003 - March 2005 Shogun: Total War Medieval: Total War Rome: Total War Medieval II: Total War May 2000 May 2002 May 2004 June 2006 Shogun: Mongol Invasion Medieval: Viking Invasion Decisive Battles: History Channel Medieval II: Kingdoms May 2001 May 2003 Rome: Barbarian Inv. Rome: Alexander Coming Soon... Empire: Total War May 2007 May 2008 July 2004 - October 2004 August 2005 June 2006 Year 2001 2002 2003 2004 2005 2006 2007 2008 2009
  • 55. ?
  • 56. Pwning History Seann Dikkers - UW-Madison e-mail: sdikkers@gmail.com web.me.com/seanndikkers