Jeremiah McCall on Activities and Assessments for Simulation Games

Date Published
Image
photography, Darian Computer/Game Room, 9 Dec 2007, Tammra McCauley, Flickr CC
Article Body

(Note: This blog entry is the fourth part of a six-part series. Read more on using games in the classroom in parts one, two, three, five, and six.)

The goal of lessons involving simulation games is twofold: to explore systems in the past by making choices and experiencing the resulting consequences and to critique simulation games as interpretations of the past in order to develop historical criticism skills and appreciate the role of modern media in shaping our views of the past. Accordingly, after students have had sufficient time to play and observe a game, they should be provided with learning activities and assessments that facilitate these two goals.

Activities and assessments can be divided into two types. The first consists of those that focus on analyzing, understanding, and extrapolating on the models posed by a simulation game. It concerns the content of the game, the questions raised by the game about how and why people in the past acted as they did. The second type of activity focuses on evaluating and critiquing the models in a game, determining the validity of the game as an interpretation. This blog entry will deal with the former.

Before beginning it is worth remembering that recent position statements from the National Council for the Social Studies and National Council of Teachers of English emphasize training students to interpret, critique, and create new media. Though not all of the activities and assessments that follow meet this goal, many do by design.

Strategy 1: Creating a Journal or Game Blog

Gaining familiarity with how a game functions and models the past depends upon regular opportunities for play and reflection. Keeping a regular journal of gameplay is an excellent way to give students writing exercises and encourage them to consider and engage with the models involved in gameplay. As an added benefit, teachers can use the information in these journals to monitor students’ progress and understanding, and adapt lessons accordingly.

The game journal can be used to take observation notes along the lines of those explored in the previous segment. Providing opportunities for reflective writing is also a good idea. Consider variations on prompts that ask students how the game presents the past as a way to introduce them to critiquing the game. For example:

  • What does Mission US suggest the key divisions in colonial Boston were?
  • How important is money in winning a presidential election, according to Political Machine?
  • Does Energyville suggest it is possible for U.S. cities to shift to renewable fuels in the near future?

Reflections like this should be accompanied with observations from the game that support the students' conclusions.

Where the resources are available, students can also log their ideas and observations in the 21st-century analog of the journal, the blog. There are many sites dedicated to providing free blogging capabilities to individuals and groups, most notably Wordpress and Blogger.

Strategy 2: Annotating Screenshots

An excellent quick assignment that allows students to consider how a game functions is an annotated screenshot. Capturing a screenshot from a browser-based game is a straightforward affair. Both Windows and Mac OS machines have a printscreen function that will capture a picture of the browser window. The picture can subsequently be inserted into a program like Word. Students can print the image out and make annotations on the paper, or make annotations in Word or a graphics program. A general prompt for a screen annotation exercise is to explain the different features on the screen. This is a good way to develop and demonstrate an understanding of core gameplay. Another effective prompt is to take a screenshot and explain the current situation of the player.

Strategy 3: Composing Analytical Essays

Students can develop their skills of critical observation, analysis, and writing by studying a game just as they can a film, text, image, or other representation. The key to such essays is to teach and require students to provide detailed specific observations from the game to support their interpretation of it. Strictly speaking, essays on games can be divided into two types: those that focus on analyzing how the game represents the past, and those that evaluate the validity of those representations. Both are useful learning exercises. My next blog entry will consider how to locate and draw upon historical sources of evidence in order to craft an essay evaluating a game. Before engaging in a full-scale evaluation, however, it is necessary to understand what exactly the game is suggesting, hence the usefulness of analytical essays on core game models. The prompts for such essays generally use phrasing like: “What does [name of game] suggest about [historical topic]?” and the evidence comes from detailed observations about gameplay and feedback.

Strategy 4: Creative Writing Exercises

The following are just a few examples of written and illustrated work that can be based off of a game’s presentation of the past:

  • A historical narrative of events in the game from the perspective of a character within the game.
  • A speech for an in-game character justifying some action, drawing on historical sources.
  • A letter or diary entry from characters who are underrepresented or missing from the game.
For more information

McCall shares tips on choosing, evaluating, and forming lesson plans around history-based games for classroom use in his earlier blog entries. Check out Tech for Teachers for his introductions to games including Mission US and Do I Have a Right?.

What do you think about digital games in the classroom? Read the opinions of six teachers, designers, professors, and more in "Games and History: A New Way to Learn or Educational Fluff?"—and then share your thoughts!

Video games as primary sources? Read about the Library of Congress's video game collection.

Jeremiah McCall on Evaluative Activities and Assessments for Simulation Games

Date Published
Image
Photography, Video Games Players, 24 Nov 2007, Flickr CC
Article Body

(Note: This blog entry is the fifth part of a six-part series. Read more on using games in the classroom in parts one, two, three, four, and six.)

Part Four dealt with activities and assessments focused on analyzing and understanding the models presented by a simulation game. Now it is time to consider exercises evaluating and critiquing the models in a game, determining the overall validity of the game as an interpretation. After a sample of activities we will consider the core principles that should guide all efforts to evaluate historical simulations as interpretations of the past.

Annotated Screenshots for Evaluation

Annotated screenshot assignments provide an excellent opportunity for students to demonstrate their understanding of game mechanics. The same is true of screenshots annotated with an eye to evaluating the game. The distinction in this case is that notes made on the screenshots should address the strengths and weaknesses of the game's historical interpretation.

Small Research Assignments

For a quick research and evaluation exercise, students can find (or be provided with) a valid source that deals with an element of the game. In some cases an accessible primary source can be used. The students read the source and use it to corroborate or challenge the game. This can be done in a brief oral presentation, an annotated screenshot, a reflective write-up, or a more formal essay.

Examples:

  • Read a primary source written by a Boston Loyalist and compare it to the    Loyalist reasoning expressed in Mission US: For Crown or Colony.
  • Study a map of major army placements in the U.S. at any point in the    American Civil War and compare it to the setup for that same year in a    Civil War simulation.

These smaller-scale evaluations can pave the way for an excellent full-class discussion where each student presents his or her findings. As a summative exercise after all the presentations, each student can write a reflection or formal paper on the overall accuracy of the game.

Formal Persuasive Essays

A formal researched essay on the ways a game does and does not reasonably present the past is an excellent high-level summative assignment. It requires a real familiarity with the game and its models, knowledge of a set of historical evidence, and an ability to compare the two and consider what can and cannot be said about the past from the evidence available. The core prompt for such essays is straightforward: In what ways does the game effectively represent the past? In what ways does the game misrepresent the past? Any formal essays on these questions must be grounded in valid historical evidence and detailed descriptions of gameplay.

Formal Discussions

Formal discussions, where students are assessed on discussing and debating the merits of a historical simulation directly with their peers, is a fantastic form of authentic assessment. When students are placed into small groups—say three to five students—and the teacher is removed from a discussion, students must engage each other in true dialogue, not just search for the magic words they think the teacher wants to hear. Such formal discussions can result in spectacular displays of engagement, curiosity, and intellectual achievement on students’ parts.

Some time prior to the discussion, students should be given a set of one to four provocative questions about how the game presents the past and the accuracy of that presentation. They develop responses to the questions based on gameplay and study of relevant evidence discussed in class and assigned as homework. During the actual discussion they may bring notes and sources with them and they must work effectively as a group to explore the questions.

Guidelines for Evaluating Simulation Games

Though the exact specifications for research and evaluation assignments can vary widely there are several guidelines that should inform all serious efforts to critique simulation games.

  1. Whenever it is feasible, students should craft their own research    questions. Doing so leverages the ability of simulations to inspire    questioning and provides students a far greater sense of investment in the    discussions they pursue. Even when the task is to argue the main    strengths and weaknesses of a game's historical interpretation, let    students decide what they think those main strengths and weaknesses are.
  2. Criticisms must be based on valid evidence. Refer to valid historical    sources and, ideally, both primary and secondary sources. Reference to    primary sources and high-quality secondary sources, especially historians'    works, is the critical foundation of any exercise in historical criticism.
  3. Criticism should focus on the core aspects of gameplay. One could spend    an eternity listing the details that a game represents well or misrepresents    —articles of clothing, names, types of weapons, exact figures. Such an    exercise misses the whole for its parts. The real questions should be about    the core gameplay, the strongest statements a game makes about the past.
  4. Students should consider historical elements the game represents well    in addition to those it does not. Indeed when teaching students how to    handle historical interpretations it is a very good idea to reinforce for    them that, generally speaking, no historical interpretation is completely    valid or invalid. Accordingly, students should not fall into complacent    patterns of entirely accepting or rejecting a game. Instead they should    push themselves to support and critique. In doing so they can develop    their ability to see more than one viewpoint.
  5. Remember that a simulation game is a human creation. Consider and    discuss why the designers made the game the way they did.    Understanding how this form of media portrays the past demands    considering the goals and constraints of game designers. It is vitally    important to be clear that, in many if not most cases, designers intend    their games to be entertaining and commercially viable. The goal then    should not be to criticize designers for failing to achieve some objective    standard of historical accuracy. Rather the goal is simply to understand    what shaped their particular game, their particular representation of the    past.
For more information

McCall shares tips on choosing, evaluating, forming lesson plans around, and assessing history-based games for classroom use in his earlier blog entries. Check out Tech for Teachers for his introductions to games including Mission US and Do I Have a Right?.

What do you think about digital games in the classroom? Read the opinions of six teachers, designers, professors, and more in "Games and History: A New Way to Learn or Educational Fluff?"—and then share your thoughts!

Read more by McCall on what historical games do best in his article at Play the Past, "Historical Simulations as Problem Spaces": "Some Guidelines for Criticism" and "The History Class".

Video games as primary sources? Read about the Library of Congress's video game collection.

Jeremiah McCall on Historical Problem Spaces

Date Published
Image
Photography, DECplate Flow Chart Template, 9 Feb 2009, Bill Bradford, Flickr CC
Article Body

Years of working with simulation games have prompted me to re-examine and re-evaluate the content, methods, and skills of studying the past. Since last May, I have been slowly developing a new framework for using simulations games and simulation game thinking in the study of the past that I’d like to share in this last installment. This is still very much in the initial conceptual stages, but already proving successful in my own classes.

Spending time with simulation games suggests that countless human situations past and present can be studied as problem spaces. In this context, the term “problem space” borrows elements from the field of problem solving and game theory. A problem space in the historical or current political, economic, social, etc. sense can be likened to a simulation game. There are players with roles, though we would more likely term these players agents or actors. These players have motives and goals, though they may not always seek them or know them—the goals may not be rational or achievable. Player/agents have choices and strategies, though not all choices or strategies are always readily perceived, and those that observers outside the space identify may not have been choices at all at the time. Finally, the environment itself—the physical space, objects, and resources—offers affordances (aids to carrying out decisions and strategies) and constraints (limits to carrying out decisions and strategies). Additional affordances and constraints are posed by psychological and cultural factors.

That simulation games represent the world in these terms is self-evident, but it never hurts to have some specific examples:


Energyville
Player/Agent & Roles:

  • A conflation of city manager, city planner, city council with (unrealistically) extensive power to make choices about fuel sources

Goals and Motives:

  • To power the city for the future
  • To minimize and balance the security, environmental, and economic impact of fuel sources (insofar as this earns higher scores in the game)

Choices and Strategies:

  • Types of fuels to employ
  • Balance of fuel types to employ

Affordances:

  • Variety of fuel types available
  • Complete authority over the fuel types to use
  • Information on the impact of each fuel type

Constraints:

  • Petroleum is required in some amount for vehicles
  • Unpredictable future events can make certain fuel choice liabilities
  • More advanced fuel possibilities cannot be used immediately

This only scratches the surface of ways one could fill in a chart like this. The point is that simulation games, as an interactive, goal-oriented, problem-solving medium, lend themselves to this type of structure.

The study of the past becomes more a matter of problem-solving rather than simply learning information.

Why use this problem space as a means for analyzing simulation games and historical settings? Beyond the value any effective strategy provides by presenting cognitive hooks to which students can attach new learning, problem space offers several particular advantages. First, this concept aids in moving beyond identification in history education to comprehension and analysis because it requires students to move beyond terms and information to look at the relationships between agents and their goals, choices, and environment. It also provides a flexible yet clearly applicable guideline for the usefulness of historical evidence and information. If an item helps fill out the elements of the problem space it is useful; otherwise, less so. When one cannot teach, learn, or study everything, and meaning has to be made, criteria for the most useful information can benefit students.

There is also the potential for greater engagement. The study of the past becomes more a matter of problem-solving rather than simply learning information. Addressing the perennial student question of “what's the point?” a problem space analysis sets up a world with independent actors with problems that must be solved. Emphasis shifts to choices and outcomes, actual and potential. Engagement is also generated by the potential to game with the content more—in other words, to think more about the agents and their choices, including why they decided against or never considered alternative choices.

Engagement is also generated by the potential to game with the content more. . . .

Finally, I suggest that exploring the past as so many problem spaces fosters the kind of intellectual flexibility and creativity that 21st-century history education should promote. The ability to view the world in terms of the physical and intellectual interactions of agents with their own goals and choices carried out within affordances and constraints can only help students become the problem solvers of tomorrow.

How can this conceptual framework be put into practice? History educators can use simulation games to lead the way.

Play simulation games and analyze their problem spaces: Studying problem spaces in simulation games helps students gain familiarity with the concept and more readily apply it to situations beyond those in the game. Discussion of games becomes a discussion of choices, affordances, and constraints. To this end, teachers discussing simulation games should focus on the choices the players have and the obstacles and resources.

Assess the problem spaces in games in light of historical evidence: In critique, focus on how the game represents a historical problem space. When all is said and done, how reasonably, in the light of historical evidence, does the simulation game cast the player’s role and the choices available?

Start to analyze historical scenarios in terms of problem spaces: This is where simulation games, beyond being important tools for studying the past in their own right, can start to shape the way history is taught. In between readings, discussions, and lectures, have students diagram problem spaces. There are many ways one might do so. Click here to see a diagram representing one possibility. Players and roles are listed at the top, then goals, followed by choices. At the bottom left are affordances and motivations and at the bottom right are constraints and prohibitions.

Once students have sifted through the evidence and plotted out the problem space, they should be presented with some historical or hypothetical scenarios and consider how they think historical players could have and did respond given their situations. Here, the lessons of simulation gaming about the importance of choice and systems-thinking come full circle and students begin to game the past in another meaningful way.

For more information

McCall shares tips on choosing, evaluating, forming lesson plans around, and assessing and critiquing history-based games for classroom use in his earlier blog entries. Check out Tech for Teachers for his introductions to games including Mission US and Do I Have a Right?.

What do you think about digital games in the classroom? Read the opinions of six teachers, designers, professors, and more in "Games and History: A New Way to Learn or Educational Fluff?"—and then share your thoughts!

Read more by McCall on what historical games do best in his article at Play the Past, "Historical Simulations as Problem Spaces": "Some Guidelines for Criticism" and "The History Class".

Web Poster Wizard

Image
Poster, Example, Web Poster Wizard
What is it?

What is It?

This tool should win prizes for user friendliness.

Web Poster Wizard allows educators to create a lesson, worksheet, or project and immediately to publish it online. With this tool, students can create posters or short reports in a poster format and add images and links to their pages. The teacher can post directions and resources. In effect, with Web Poster Wizard, you are creating websites for individual projects, for classes, or as communication venues.

Getting Started

Web Poster Wizard gives you access to online storage, step-by-step instructions, and basic project templates. Once you register and login (a simple process requiring only your email address and a password), site management tools enable you to set up your classes, to assign projects to students, provide materials and resources, and to manage content. The centralized login combines students and teachers in one account.

Read Web Poster Wizard Guidelines and Requirements first. As the Guidelines explain, all you need to get started is a plan. You then create your project pages, and each page can include a title, subtitle, image, text block (which permits 10,000 characters, or about 4 pages of text), and a navigation bar to related links. Step-by-step directions take you through setting up and editing your pages.

Examples

This 7th Grade Language Arts teacher uses Web Poster Wizard as a management tool.

Slideshare

Image
Graphic, "About Us" Slideshow, Slideshare
What is it?

What is it?

Slideshare is a site for sharing presentations. It allows you and your students to upload (and download) Powerpoint, OpenOffice, or PDF presentations to the web, and to access and download the presentations of others. All that's required—besides the presentation, of course—is to open a free account.

Slideshare provides access to the work of others, and so it becomes an excellent networking or preliminary research resource. A privacy feature, however, also offers the option of limited access for work you'd rather limit to your own classroom or interest group. You can also share presentations via your blogs or websites.

Getting Started

The Slideshare Tour explains the many possibilities, including widgets for incorporating SlideShare in blogs or websites.

Examples

Want to know how others are teaching and learning about particular subjects? The Slideshare search function works much like YouTube. A search for web tools, for example, brings up presentations such as Using Social Media to Define the New Humanities, a how-to, Teaching with Flickr, and Teaching History with Technology. The search feature refers the user to similar presentations and to other presentations uploaded by the same author.

Skype

Image
skype in elementary classroom
What is it?

What is it?

Skype is a Voice-Over-Internet Protocol (VOIP) program that allows users on different computers in different locations to videoconference via an internet connection. The free software enables both audio and audiovisual options. Use it to communicate classroom-to-classroom around the globe or across the hall. Skype enables synchronous teacher-to-teacher and class-to-class communication, and enables you to bring outside experts into the class without leaving the room.

Getting Started

Skyping is an uncomplicated process. A computer with a high-speed internet connection, a microphone, and a webcam (built-in or external) constitute the hardware required to begin. First, you'll download the software appropriate for your computer—for PC or Mac, and create a username and password . Then all you need to do is develop your contact list and test your equipment with a trial call.

Of course, in order to have a conversation via Skype, both parties need to be signed in. You'll find your contact list in the left side of your Skype window. When the telephone icon next to a name is green, your party is logged on and ready for a conversation or an IM. To add a contact, click the plus sign in the lower left-hand corner or use the Contacts selection in the Skype navigation bar.

This is so easy, isn't there a catch?

Basic Skype really IS easy to use—as easy as making a phone call. What, then, can go wrong? Occasionally connections are lost or the sound goes awry. It's best to be prepared with a contingency plan about who will redial if that happens, and also to have a simultaneous IM connection to keep in touch. Testing your equipment in advance will ensure that sound and video settings are correct. You'll select and confirm your audio and camera settings under the preferences option in the drop down menu under Skype in the nav bar.

For Skype events involving a group, you'll want to add projection equipment to your setup so that everyone can see and participate. It's also possible to record Skype conversations and videoconferences for later reference and projects, including creating podcasts.

Examples

Skype helps you bridge geographic divides, work collaboratively with groups outside your classroom, and conduct question-and-answer sessions with consultants. It's a useful videoconferencing tool for professional development, and the program can help homebound students keep in touch.

Skype and other videoconferencing tools support inquiry-based learning, and like most technology tools, Skype can both augment the substance of curriculum content and serve as curriculum content area itself to teach a variety of skills. Skype (and other interviewing and collaborative experiences) occur in a proscribed timeframe, and you'll want to focus on planning skills to maximize how your class uses that allotted time. Pre-planning helps keep the conversation focused and on-topic. Discussion, and post-interview analysis of a video-conference foster both critical thinking skills about the subject and about proficient use of the technology. A well-planned Skype session encourages students to probe the problem they're working on to frame and ask thoughtful questions.

Skype projects deliver content to your students, build skills with technology, and also teach processes of critical thinking.

Ask students to formulate questions in advance, based upon the project or subject and to develop backup or secondary topics of inquiry. To interview a consultant or expert, students might research their interviewees biography and find any ideas that person might already have expressed about the subject of the discussion. After the videoconference, debriefings pinpoint the most valuable information and approaches and offer a chance to frame what's next.

Neil Stephenson, a middle school teacher in Canada, addresses The Many Roles of Skype in the Classroom, describing an ongoing Skype conversation with a curator at Canada's National Museum over the course of the school year as students worked on specific history projects. How did it encourage learning? Students had the opportunity to see the value of their work in the context of the work of a historian, to get feedback, and to hear firsthand about what curatorial work is and does. Stephenson talks about his first steps with Skype in the classroom and highlights examples in his blog.

The Eisenhower Middle School in Wickoff, New Jersey, recorded Skype interviews with students on field trips to historic sites and interviews.

A first grade class in Virginia talked to a penpal in London with whom they'd corresponded all year. The teacher-librarian who developed the project thought "what shocked them the most was the concept that the person they were talking to had just eaten dinner when they had just eaten lunch!"

Skype can be an excellent medium for collecting oral histories. The Educause Learning Intitiative suggests seven things you should know about Skype, citing and examples from an Arizona tribal college that would work equally well in K-12 classrooms. Students collected oral histories and recordings that were later turned into podcasts and other digital and web-based projects.

For more information

Using Skype in the Classroom from Robert Murcha, a sixth grade teacher, is a concise step-by-step-by-step guide to Skyping, including caveats about classroom management, chatting while skyping, and diction.

Skype in Schools created by Dan Froelich is an active wiki with some helpful insights on how to use Skype, on successful projects, and information about schools and classrooms looking for Skype partners.

Yes, it's another "Best of" list, however 50 Awesome Ways to Use Skype in the Classroom is a diverse set of quick links to technical, pedogogical, and collaborative possibilities using Skype.

Education Week considers the future of videoconferencing in classrooms—including the development of Skype in Education, an upcoming website created by Skype Technologies to bring together Skype-using educators.

Document Cameras

Image
Photo, Lumens Desktop Document Camera, June 19, 2007, AV-1, Flickr
What is it?

A document camera makes a great addition to a history classroom with a video projector or TV. A document camera captures anything under its lens and projects it on the screen. While this technology has been around for a few years, it has been a little slow to catch on for a variety of reasons.

Some teachers may be hesitant to embrace the document camera because they believe it to simply be a glorified overhead projector. The document camera beats the old overhead projector in many ways, the first being that the document camera does not require one to make transparencies. A teacher can project artifacts, photos, worksheets, and anything else that can fit under the camera lens. In addition, students are better able to see the image produced by a document camera as it is much brighter and clearer than the image produced by the overhead projector. Best of all, you no longer leave school covered in overhead marker!

Getting Started

The cost of the document camera may also make this teaching tool seem out of the reach of many teachers and districts in these lean budget years.

It is also possible to obtain grant money for document cameras from places like DonorsChoose.

While document cameras range in price from $200 to $2,000, this should not preclude one from having their own document camera. You can find a used document camera on eBay or a surplus property store for under $100. Another option is to make a document camera yourself using a webcam and available USB port. The only drawback to this setup is you have to be able to load software on your computer attached to the video projector in your classroom. A ready-made version of this runs about $69. It is also possible to obtain grant money for document cameras from places like DonorsChoose.

Once you have your document camera installation is straightforward. Some document cameras come with a freeze image button which is a great feature to capture a page in a book or map that might be difficult to hold in place. If the document camera does not have this feature, you can hook up the document camera directly to the video projector, which often has the ability to freeze an image. If your document camera is not one that hooks up to your computer via USB, you can also set up the document camera directly to your projector. This allows you to toggle between the image on your computer screen (assuming it too is attached to your video projector) and the image from your document camera. You can also connect most document cameras to a television using an S-video cable or component video cable. It should be noted, however, that the clarity is not as crisp when using the S-video cable or component video cable compared to using a VGA or DVI connection.

Examples

The document camera has vast instructional possibilities. I have used my document camera every day in my history classroom. One of the benefits of having a document camera in a history classroom is having the ability to analyze primary sources together as a class. I am able to zoom in on important components of a photograph or text and can invite students to the document camera to annotate pictures or text without bulky markers or transparencies. I am also able to share maps in books easily with students, in color. Students are able to share work they have created immediately with the class without having to scan an image or make a transparency of the document.

My favorite use of the document camera is allowing me to spotlight and share exemplar student work.

This means that jigsaw activities work very efficiently, with each group able to share what they have written on nothing larger than a worksheet. Collectively, classes have created essay outlines and timelines together. The document camera allows students to share storybooks they have created, projected large enough for the class to see. From a classroom management perspective, the document camera allows me to easily show students the worksheet we are working on or the question I want them to focus on. I am also able to place my stopwatch under the camera to show students how much longer they have to complete a task. Finally, my favorite use of the document camera is allowing me to spotlight and share exemplar student work. I am able to give specific praise to a well-written essay or project.

For more information

Interested in looking at specific cameras currently available? Read product reviews for document cameras in this article from Scholastic.

Vimeo

Image
logo for Vimeo
What is it?

A cursory search on the web reveals an extensive online conversation over which video uploading site is better: YouTube or Vimeo? In reality, both sites offer distinct features for users and have carved distinct niches.

Vimeo caters to a smaller community of dedicated video producers. As a consequence, the amount of videos Vimeo hosts is much smaller in comparison to YouTube; however, what Vimeo lacks in volume it compensates for with consistency of video quality. Likewise, examining the comments on videos posted to Vimeo shows that its community is supportive of original productions—many of which were made as academic projects—through constructive comments. The site's community prides itself as an online venue for creators of original and high-quality video productions, and Vimeo does not accept commercial videos. For educators, then, it is a useful site (and often unblocked in school systems) when searching for safe videos to use in the classroom.

Getting Started

Vimeo provides users with free registration, with more features for users who upgrade to a paid account: a free account provides (as of writing) 500MB of upload space per week, 1 HD video per week, no HD embedding, the ability to password-protect videos, and basic player customization, among other features. The "plus" account, which has an annual fee, provides a much larger upload space, unlimited HD, and no banner ads on the site, among other benefits that expand on the free account. For teachers, it would be best to begin with a free account and based on the frequency make a determination of whether a subscription to the "plus" accounts makes sense. It might also prove beneficial to take advantage of the password protection for videos if there is any parental concern over student videos on the web.

Many video professionals prefer Vimeo for its ability to upload a better-quality video than YouTube. Users are able to watch their videos upload and edit the information about the video while it is uploading. Vimeo also allows different formats of videos, including HD (which YouTube has only recently added as well). As a result, Vimeo can adapt to widescreen videos without leaving black areas.

It is important to teach students how to search effectively.

Searching for videos is a bit trickier in Vimeo. Its catalog is dwarfed by YouTube (which uploads 20 hours of footage every minute, two million new minutes of video every 24 hours.) Nevertheless, Vimeo's 13,000 daily uploads is impressive, especially when large amounts of videos are uploaded in HD each week. For a teacher, a useful aspect of the site is that videos can be downloaded—useful in the event that the school server is down. As is the case of most video hosting sites, it is important to teach students how to search effectively. Broad search terms like "Lincoln" and "rights" should be refined as "Abraham Lincoln" and "U.S. civil rights" in order to find the most appropriate videos for a given lesson or project.

A final recommendation on searching is to simply search for Vimeo history videos on Google. One example is typing "Vimeo Library of Congress" in a search engine like Google. One of the first hits is a Thomas Jefferson's Library Book Explorer video, which leads to other videos such as one on the Early Americas—which is displayed in stunning high definition.

Examples

Using the search term "Abraham Lincoln," several useful videos serve as examples of the multiple benefits of posting videos online. One use is to present student projects and use the video production as a culminating activity. Here elementary school students present their book projects on Abraham Lincoln, whereas another Lincoln video offers more of a short documentary on Lincoln and Pennsylvania that can be useful as an introduction to a lesson. A third video, while in need of audio, does provide good visuals of Lincoln's birthplace in Kentucky; the producer of the video is also part of a larger "channel" knows as Geography Educators, so here is a case where a particular video on Lincoln serves as a gateway to other useful videos for the classroom. Teachers can search for videos on Vimeo through people, channels, groups, or videos. By subscribing to Vimeo, users can save their favorites for a particular course and access them easily when needed.

To browse for specific groups and channels, the "explore" button found in the top navigation is a good place to start. Although Vimeo does not currently possess a "History" channel, the channels page lists the several categories of interest including "education." It's worth noting that education is used broadly and mostly includes do-it-yourself and tutorial videos on a wide range of subjects. To limit searches in a particular channel to course-relevant videos, users can select "search these channels." Likewise, searching for "teachers" within the group page can help educators explore groups whose focus is on curriculum videos. One example is Vimeo for Teachers, which has a wide variety of productions across several disciplines. Although only a few social studies or history videos are currently in this group, teachers can glean ideas for how to use videos in the classroom in effective ways.

Overall, Vimeo is a good site for uploading video productions from the classroom, and with enough digging teachers will be able to find useful videos for planning or instruction.

Let's Get Folky

Image
Photography, Coolest Bluegrass Beard, Greg Robbins, 2007, Flickr CC
Question

I need ideas for constructivist lesson plans that teach American history through folk music. Can you help?

Answer

Music can be a great resource for American history teachers. Just like textual primary sources, songs have historical meaning that students have to work to uncover. A song, no less than a presidential address, reflects the time in which it was created, as well as the perspective of its author. Consequently, you’ll want to ask students to consider who wrote the lyrics, what those lyrics mean, who the audience for the song was, and what was going on in the United States at the time. You might want to pair the song with other sources—newspaper clippings, radio addresses, photographs of protests, etc.—that students can piece together to better understand a particular historical era.

PBS’s brief history of American folk music might be a good place to start…

Folk music, of course, is distinct from popular music in one general regard: unlike music created by professional recording artists, folk music is generally made by ordinary people and integrated into everyday life. So, while many well-known artists like Woody Guthrie and Bob Dylan certainly played folk music, it can often be used as a way of better understanding the lives of people frequently left out of history textbooks. PBS’s brief history of American folk music might be a good place to start, establishing the unique nature of the genre and helping you focus your search for resources.

As always when looking for classroom resources, teachinghistory.org can help. Our Teaching in Action section, for instance, includes an example of how a song might be used in the classroom, providing links to videos in which 4th grade students learn about John Brown’s raid on Harper’s Ferry by analyzing the song “John Brown’s Body.”

Our Using Primary Sources section also has some appropriate resources for you. One entry on Making Sense of American Popular Song highlights a website that provides questions to ask when using music in the history classroom, a model interpretation of a popular song, and links to resources. Another entry, on Document Analysis Worksheets, includes a link to the National Archives, which has a special “Sound Recording Analysis Worksheet.”

Beyond the Teachinghistory.org website, you might want to look at some of the other usual suspects for high quality materials and lesson plans.

Beyond the Teachinghistory.org website, you might want to look at some of the other usual suspects for high quality materials and lesson plans. EDSITEment—a project of the National Endowment for the Humanities—is always a good place to look. They have a lesson entitled “Music from Across America” that explores the intersection of music and popular song. The Library of Congress is always a good resource, and they have a full page of links, as well as some specific lesson plans like one on California folk music in the 1930s. Finally, PBS’s American Roots Music website has four lesson plans as well as a bibliography that you might find useful.

There are also some specific music-related sites worth exploring. The Rock and Roll Hall of Fame also has a page of lesson plans dedicated to teaching with music. You might also want to explore Smithsonian Folkways to see what music they have available.

Integrating Technology into the Classroom

Image
Photo, "ICT's in Education," pmorgan, March 17, 2005, Flickr
Question

How and where do I find technology content for the history classroom?

Answer

Teaching history with technology can be a great way to engage students while also building bridges between the history classroom and the technology department at your school.

Classroom Technologies

One good place to start is by exploring some of the technologies available to you in the classroom. The National History Education Clearinghouse, for instance, has an article on the use of digital whiteboards in the classroom, which you might find useful. "Wiki Wisdom," an article from Education Week, focuses on how teachers can use wikis in the classroom, emphasizing their ease of use, and listing considerations accompanying their integration into the classroom. Reel American History, a project at Lehigh University, is a site that encourages teachers and students to think about the ways movies help us construct understandings of history. The site includes a list of films dealing with history, as well as suggestions for how to use them. (Check back in the coming weeks and the National History Education Clearinghouse will also have new resources about using film to teach history.)

Teaching history with technology can be a great way to engage students while also building bridges between the history classroom and the technology department at your school.

In terms of blogs, the American Historical Association has an article on how blogs connect students outside the classroom that might be useful for your purposes. Social studies teachers, particularly those who focus on current events, may also be interested in digital storytelling. Edutopia has a great article about digital storytelling that will direct you to additional resources.

Technological Resources Specifically for History Classrooms

Another angle you can take in looking for resources is to pursue sites that specifically explore technology-related content for the history classroom. One great resource is National Council for the Social Studies Community Network which has a variety of resources for teaching with technology. You can also join their Teaching with Technology group to be connected with other teachers who are interested in integrating technology into history and social studies classrooms. Many other sites have resources to help you.The Center for History and New Media’s Episodes page, for instance, has multimedia resources for a number of different historical periods. SCORE, the Schools of California Online Resources for Education webpage, also has some great materials that utilize technology in the history and social science classroom. The page has a virtual web museum, virtual interactive projects, and virtual field trips. Science, Technology, and the CIA, a project of the National Security Archive, provides 44 government documents that track the organizational and operational history of various CIA departments designed to coordinate science and technology research with intelligence operations.

Another way to approach your question is to look for models of projects merging technology and history. On the National History Education Clearinghouse site, there’s a blog entry describing a project conducted at Harpers Ferry National Historic Park in which students used a host of new technologies to explore the history of Harpers Ferry and John Brown—definitely worth checking out.

Good luck with your lesson planning!