Games Can Be a Response to Changing Modes of Learning

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The Handbook of Research in Social Studies Education (2008) notes that the teaching of social studies has not changed much over the past 50-100 years; yet, children have in ways they prefer to learn. Exposure to mass media, affordability of technological devices, and a growing expectation of immediacy among students are leading to a changing learning environment. Electronic content offers the ability to teach and we can design unique learning opportunities to deliver important content with appealing devices. For the past four years, we have taught a variety of electronic games to preservice teachers and observed their use with K-12 students. Below we highlight the games that preservice teachers found interesting to play and useful for their future teaching.

Our first foray into educational games was with River City, a well-developed online simulation designed for grades 5-9 students concerning a 19th-century town whose inhabitants are ill. Students try to find out the reasons for the spreading illness. Curiosity was stimulated by the game, but so were concerns. Our group wondered if they would be able to maintain classroom control and how much learning would result. Studies indicate that River City and similar games do produce learning (Dede et al., 2004) but they require extensive upfront teacher training and classroom time.

The Reality of Classroom Implementation

We found shorter, curriculum-based games a better fit with current classrooms and therefore, more attractive to teacher interest. Do I Have a Right? challenges players to learn constitutional amendments in a situated context. According to the New Jersey Core Curriculum Content Standards, by the end of fourth grade students need to be able to explain how fundamental rights guaranteed by the United States Constitution and the Bill of Rights contribute to the continuation and improvement of American democracy. Through easily understood stories presented in this online game, 4th-grade players learn what constitutes an amendment, what constitutes a legal case, and how to match cases with legal representation. Elementary preservice teachers found that they relearned the civics lessons they had forgotten through this game and indicated willingness to use this as a teaching tool in the future.

Other positively received elementary and middle school level electronic games included Privacy Playground, and Cybersense and Nonsense. These games help students prepare themselves for the online world with lessons on information literacy, netiquette, and how to protect their personal information. Information literacy education is extended in Plimouth Plantation through its use of primary documents that give accurate and multiple perspectives about the first Thanksgiving. Another well-received game, Panwapa Island helps young learners develop an awareness of the wider world around them, appreciate similarities and value differences between themselves and others, and develop responsibility for their actions.

Exposure to mass media, affordability of technological devices, and a growing expectation of immediacy among students are leading to a changing learning environment.

At the secondary level, preservice teachers expressed interest in games that provided a forum for examination of current or past crucial issues in interesting ways: Dafur is Dying (genocide); Ayiti: The Cost of Life (effects of poverty); Peacemaker (Israeli-Palestinian conflict); Peace Doves (nuclear weaponry); and Food Force (distribution of food by the United Nations). These games involved participants and provoked discussions. In recently published Alone Together: Why We Expect More from Technology and Less from Each Other (2011), Sherry Turkle laments that the technologically savvy generation is too busy to truly communicate or think. However, these social issue games have the potential to heighten players' consciousness about serious world issues and raise their concern for others. Because of its rich content, participants also enjoyed games from Making History, which had players inspect leadership challenges during World War II.

Games are so often equated with play that educational games still have an uphill battle convincing teachers and parents that the time expended to prepare and use these materials produces desired results in students' learning. Game advocates argue that a deeper, more satisfying learning takes place through gaming. We believe that the games we have discussed can enrich the curriculum. In order to become part of the educational mainstream, future games will need to have a tight match with the curriculum, be easily available and accessible, require minimal preparation for use, provide clear directions, employ simple navigation, and avoid extensive reading with limited interaction.

Teaser

Exposure to mass media, affordability of technological devices, and a growing expectation of immediacy among students are leading to a changing learning environment.

Analyzing Game Principles Can Teach as Much as Game Content

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Note: This essay focuses on simulation games, defined as those that represent the real world in some defensible ways. Most serious digital games can be considered simulation games.

Without question historical simulation games offer effective tools to learn the skills of a historian and the content of history. Simulation games offer dynamic and manipulable models of the world, interactive interpretations of how and why things have happened in the past.

To offer just a few examples:

  • The hypothesis that geography dictates the success of civilizations is    embodied in the Civilization series of games.
  • Political Machine 2008 suggests that a presidential candidate can win an    election by saying what the voters in each state want to hear.
  • The SimCity series includes the core mechanic that raising taxes increases    the unhappiness of residents.
  • Most nation- and city-building simulations advance    materialist/functionalist interpretations of the past where even features    like religion and happiness are measured primarily by their effects on the    productivity and growth of populations.
  • These are defensible—though certainly debatable—interpretations of the world of the type that can be found in modern historians' writings. They are certainly the sorts of proposals students should learn to evaluate.

    ...simulations offer great opportunities for students to test out assumptions and dissect interpretations of reality, engaging them in ways that are difficult with other media.

    Unlike the text versions of these and other theses, the power of the historical interpretations in simulation games comes from their interactivity. A lecture or reading, for example, can present the problems of scarcity all societies face, but the presentation is fixed and cannot be manipulated.

    In an effective simulation game, however, the player can face virtual conditions of scarcity, make decisions, and see the effects of those decisions over time. Better still, a simulation game can be played many times, and players can test how different decisions lead to different outcomes. Because simulation games are fundamentally sets of related variables, the player can set some variables (say, the tax rate), and see their effects on others (say, the job growth rate). This means simulations offer great opportunities for students to test out assumptions and dissect interpretations of reality, engaging them in ways that are difficult with other media.

    Games Can Impart Historians' Skills

    Playing and analyzing simulation games as dynamic interpretations can help develop important skills of the historian, including the skills necessary to:

  1. Pose meaningful questions: The variety of interactive experiences posed     by a simulation game can inspire varied, deep questions from students.
  2. Evaluate and analyze sources of evidence: Simulations are    interpretations and models, often made by commercial entertainers. They    must be criticized and evaluated, not taken at face value. Doing so in the    historian's sense requires testing simulations against other sources of    evidence.
  3. Analyze dynamic systems: Simulations are dynamic systems that model    real-world dynamic systems. Therefore they are closer analogies to the    world they represent than static (fixed and/or non-interactive) media    forms. This can help learners conceptualize the "moving parts" of real-   world systems more fully.
  4. Visualize the social, cultural, and material constraints faced by those in    the past: The prime function of a simulation game is to put players into    the virtual roles of past peoples and societies, and challenge them to solve    problems within constraints.
  5. Form and critique arguments about causes and effects in human    societies: Whenever a player feels that something in a simulation game is    flawed or unfair, they are commenting on the models of cause and effect    in the game and, by extrapolation, making a comment about their senses    of cause and effect in the world.

Simulations have a promising future in the teaching of history as a more investigative, arguable, immersive, evidence-based discipline, rather than simply as a subject consisting of established facts.

The Caveats

There are two critical requirements, however, for using simulation games as serious tools for studying the past. First, simulations must be checked against other sources of evidence, not passively accepted at face-value. In such a critique, both the strengths and flaws of the game's models are useful. Students can learn just as much by researching and exposing a flawed model as by supporting a valid proposition.

Second, the teacher must play the critical role as the expert guide to using historical skills in the class. The teacher is the conductor and facilitator, ensuring that students formally observe the games they play, ask questions about the games and the world, and form criticisms based on historical evidence. The teacher reminds students what it means to think as historians and guides them in forming their own evidence-based conclusions.

Employed effectively, simulation games can train students to be sophisticated systems-thinkers and analysts of evidence, open to many possibilities for causes and effects, but knowing the difference between valid and invalid arguments. They can play a powerful role training students how to use the skills of professional historians to be effective and positive agents in the 21st century.

Teaser

[Games] have a promising future in the teaching of history as a more investigative, arguable, immersive, evidence-based discipline, rather than simply as a subject consisting of established facts.

History Games: Where the Learning Potential Lies

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As interactive media, digital history games have the potential to capture students' interest and imagination and engage them in historical thinking in ways that few other "non-participatory" media offer. Broadly defined, games are packaged problem spaces that can require players to apply strategy and disciplined responses to overcome obstacles and achieve goals. Historical dilemmas as posed in games are still ill-defined and subject to the interpretive challenges of a humanistic discipline. But game systems are dynamic in ways that document-based questions and narratives of the past, either in film or print, cannot be. Games can enable students to imaginatively enter a constructed historical world, interact with research-based social and political archetypes, and contemplate the consequences of their actions.

Games can enable students to imaginatively enter a constructed historical world, interact with research-based social and political archetypes, and contemplate the consequences of their actions.

The potentialities we see in digital history games are only partially realized in existing history games. But these possibilities can be seen in sources as disparate as The Sims, the iPad-based Operation Ajax, the classroom social studies simulations of the 1970s, and roleplaying games such as the Fable and Assassin's Creed series of console video games. These are simulation and roleplaying games in which social and behavioral rules and characters' motives are embedded, not obvious, and must be discerned over time.

Engagement

Historical fiction and primary and secondary documents do not change based on students' readings, nor can they alert students to possible misreadings. That sort of feedback is ordinarily the domain of teachers and peers. But history simulations can become practice spaces in which students work on elements of historical understanding. Much like a well-crafted classroom unit that allows for discovery and meaningful application of skills in context, well-designed history games can call upon students to engage in historical perspective-taking, to consider cause and effect and contingency, and to draw upon warranted evidence to support conclusions—all as means by which to overcome problems. Based on failure (in the best formative sense) and feedback, students can refine their understanding as they play to win, or even play to explore narrative outcomes in an historical account.

However, the devil is in the details of a specific game's design. Like any other instructional medium, digital history games will only be as effective as the quality of design—instructional AND game—underlying them. Further, games are efficacious tools for formal instruction only insofar as their utility is considered in the context of broader curricular activity systems, including students' social and cognitive development, teachers' practices and beliefs about what and how students should learn, and competing curriculum and assessment priorities.

Points to Consider

Based on our classroom research around several middle school history games being created by CPB's American History and Civics Initiative, we suggest four broad areas for consideration when contemplating how best to design and use history games for education:

  1. Instructional design
    A history game needs an instructional design that links specific features and affordances of the particular game genre (e.g., roleplaying or simulation) to history-specific learning goals. For example, we have found that a historical roleplaying game can foster students' understanding of different historical perspectives on the American Revolution when 1) players interact with characters who represent contrasting positions in the social/political order; and 2) success in the game depends on a player's growing sensitivity to those characters' perspectives (i.e., player loses ground in the game by not attending to those differences).
  2. Teacher supports
    Teachers need clear and explicit classroom materials and activities to help them "mine" students' game experience and link their implicit and emergent understandings to more formal history knowledge and skills. Games by themselves don’t teach, but they can create rich conditions for history learning. Effective classroom games will segment game play, allowing pauses for students to discuss their decisions, read primary documents, work with vocabulary, use maps and timelines to generalize from the specifics of the game, and speculate about causes, motives, and outcomes. These activities might all be IN games, but students still need to actively construct historical understandings based on their game experiences. This posits game play as "preparation for future learning."
  3. The limits of games
    The limitations of games for history learning need to be kept in mind by designers, teachers, and students. History games generally strive to re-present and re-create historical worlds in ways that are compelling and have immediacy for players. Even though at their best they can put students in an active stance toward historical knowledge, they are themselves constructions and interpretations of history. At some point during a learning experience, critical thinking needs to be turned toward the game itself as an interpretation of the past and students need to ask what its take on the historical events is, what it emphasizes, and what it leaves out.
  4. Research needed
    We clearly need research into history games as environments for disciplinary learning. The complex cluster of abilities required to frame problems, attempt solutions, attend to (and filter out) feedback, and modify practices are aspects of metacognition whose presence cannot simply be assumed. To what extent do students connect feedback to practice? Can they reflect on failure in a history game as a means to reconsider their problem solving strategies? How does students' prior knowledge about an historical era, or even literacy strategies, influence their learning with a game? What skills do teachers need to help students mine their game experiences for history learning?
Teaser

Like any other instructional medium, digital history games will only be as effective as the quality of design—instructional AND game—underlying them.

History and Games: What If?

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What is history? For that matter, what is physics or civics? These are all terms we often use to name "subject matter" ("content") in school. But there is another meaning to these terms. Physics is a set of tools (and these tools include facts and formulas, but much more) used to DO physics. Civics is a set of tools used to engage in civic participation. And history is a set of tools used to engage in doing history. So let's refer to "history/physics/civics (content)" and "history/physics/civics (doing)." School is usually about history (content), that is, an information-rich record of what (supposedly) happened in the past. Historical research is about history (doing), that is, how one goes about discovering and explaining what happened in the past.

What is a video game? A video game is just a well-designed set of problems (of any sort) that must be solved in order to achieve one's chosen goals, where the price of failure is relatively low so that exploration and risk-taking can be encouraged. The term "serious games" is a bad one, because it implies a high cost of failure, as well as a lack of the sort of "fun" people get when they have chosen to do something they really want to do and like to do. Civilization is a successful commercial game, a history game, and addictively fun to play. Fun, play, engagement, choice, difficulty, and learning are not disconnected things, but integrally related.

Gaming and Doing History

Games could be one good tool for learning history (doing). This is so, in part, because there is a part—a very important part—of history (doing) that is already a type of game. I can make this game-like part of history (doing) clear with a story about an encounter I once had at a conference after a talk. Someone came up to me and said Civilization (the game) could not be about history because history happened one and only one way and in the course of a game of Civilization history can have different outcomes.

But one crucial enterprise of history (doing) is asking why things happened the way they did. And a very good way of investigating this question is to ask how things could have happened otherwise. In fact—and here is where games come in—we can investigate this question by building games that challenge players to see how they can get history, or even our present state of affairs, to plausibly have worked out differently. The players could even be asked to work out how different futures might occur and thereby see that history, as an explanatory science, is as much about the present and the future as it is about the past.

[Certain games] also let us see that history is not, in reality, the history of humans alone, but of intricate networks of changing relationships between humans, animals, objects, tools, environments, and beliefs.

One example: The vast majority of the evolution of horses took place in North America (see this link). Only about 10,000 years ago did horses cross into the Old World over an Arctic-Asia land bridge. Then, about 2,000 years later, horses disappeared from the Americas. Perhaps they were hunted to extinction by ever-growing human populations. Whatever the reason, they were gone from the New World. The submergence of the Arctic-Asia land bridge ensured they could not return. Horses were not seen again in the New World until the Spaniards used them to great advantage as they conquered much of that world, against great numerical odds, in the 16th century.

How might history have been different had horses not gone extinct in the New World? What role did the disappearance of the horse in the New World, but not in the Old World, play in the Spanish conquest in comparison to things like native religious beliefs and conflicts among native groups already in place before the Spanish arrived? These are the sorts of questions one could play out in a game like Civilization, though one perhaps made in a more special-purpose way. They are also questions about history when one sees history as an explanatory enterprise. They also let us see that history is not, in reality, the history of humans alone, but of intricate networks of changing relationships between humans, animals, objects, tools, environments, and beliefs. Seen this way, in my view, it is a remarkable achievement we have managed to make history one of the most boring and disliked subjects in school.

Teaser

History, as an explanatory enterprise, is a way of doing things, not primarily a body of "content." One thing history does is play a sort of game of "what if?," a game that can make a good video game, as well.

Games and History: A Fork in the Road

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The title of this roundtable inquires whether Serious Games are relevant or more "educational fluff." To be blunt, the only way a critic could come to that conclusion would be from complete illiteracy with games as a form of media. There are writers far more persuasive than this author to cover the value of learning games: I suggest James Paul Gee's classic What Videogames Have to Teach About Learning and Literacy. (Editor's Note: James Gee also contributes to this roundtable.)

I hope the reader will forgive the author for treating the "fluff" accusation casually.

When designing a game for learning, the origins of design decisions are the stated learning objectives. But history-based learning objectives often suffer from an identity crisis—some objectives are about reporting the facts of what happened in the past, and some are about performing historical practices (research, source evaluation, synthesis, applying historical models to current events, etc.). A design dichotomy emerges: should the player be embedded in a historical moment in time, or be embedded as a historian? Let's explore both types of games.

Historical Experience Games
. . . history-based learning objectives often suffer from an identity crisis—some objectives are about reporting the facts of what happened in the past, and some are about performing historical practices. . .

Historical Experience Games are games that ask the player to step into an identity plucked directly out of the history books. Oregon Trail would be the premiere example of the genre, placing the player directly into the shoes of a pioneer heading down the historical Oregon Trail.

Historical Experience Games leverage several of the strengths of games as learning tools. Space only affords this answer time for one:

  • Advantage: Identity
    Games often ask the player to enter the role of a hero—someone who has a set of abilities and goals in a world. In a game like Nobunaga's Ambition, for example, the player is placed in feudal Japan as a warlord, determined to unify the country under one banner: theirs. This role can be ripped right out of history books, and lets players see the world from whatever place and time that is chosen.
  • Disadvantage: Agency versus Accuracy
    Placing the player in a role with a set of abilities empowers them to think and act as a different person than their day-to-day identity. But those choices are in direct tension with the idea of historical accuracy. A game like Civilization, for example, offers the player the ability to march through time as an entire culture and people, but that level of agency can lead to the Incas destroying the world in 1980 with nuclear weapons, or America never existing.
Historical Practice Games

Historical Practice Games are games that take a different tack than Historical Experience Games. These games attempt to place the player in the role of a historian, asking the player to take on the abilities (and limitations) of historical practice itself. This is a much less commonly explored path for historical learning games, but examples do exist.

One contemporary example is the in-development Operation Lapis, which asks the player to (in the words of its project page) "discover and subsequently translate the Lapis Saeculōrum (The Stone of the Ages)."

This game has directly embedded its own reference resource for the player to research and derive information from, which is an interesting starting point for historical practices in games.

  • Advantage: Complicated Verbs
    Designers and subject matter experts can work together to create play-based actions in a digital space that embody historical practices. For example, the iCivics game Argument Wars can be used to connect evidence with points of legal argumentation, with a judge providing feedback for each connection the player makes.
  • Disadvantage: Abstraction
    Games based on embodying historical practices will likely employ a visual metaphor to express their goals—the cards played in Argument Wars represent arguments and evidence, for example. The model in the game requires the player to be able to think about the practice in an abstract way and transfer that experience into the real-world activity.
Conclusion

There is much more to be said about the design decisions behind historical learning games. However, the fundamental compass to steer design and development choices remains the same: the learning objectives that must be identified before any other design decisions can be made. What the designer intends the player to learn will readily sort out which core direction a historical game should take.

Teaser

The title of this roundtable inquires whether Serious Games are relevant or more "educational fluff." To be blunt, the only way a critic could come to that conclusion would be from complete illiteracy with games as a form of media.

Gettysburg National Military Park: Camp Life

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Photo, Ring, Gettysburg National Military Park
Annotation

Created by the National Park Service and associated with Gettysburg National Military Park, this exhibit recreates Union and Confederate camp life. Short 200-300-word essays in two sections, "Living in Camp" and "Existing Day to Day," describe how camp life differed for officers and enlisted men, what daily routines were like, and what personal effects soldiers might carry. Seven subsections make up a third, larger section, "Battling Boredom," on ways soldiers passed time in camp, including "Playing Games," "Writing," "Drinking & Smoking," "Taking Pictures," "Whittling," "Making Music," and "Praying."

Sound sparse? The explanatory text isn't the strong point of this site—it's the 90 annotated photographs of artifacts from Civil War camp life, including board games, uniforms, musical instruments, prayerbooks, cooking tools, and more. Visitors can either explore the three main sections of the site and click on the artifacts as they read the related essays, or click on "All Image Gallery" to see all 90 primary sources gathered on one page.

An easy-to-navigate bare-bones introduction to the hurry-up-and-wait side of war, the exhibit could draw students in with its personal, everyday artifacts.

Rock Paper Scissors

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Ella Gardner
Question

Is the Rochambeau game (rock-paper-scissors) named after the French army general who served during the American Revolution?

Answer

Maybe, but in a roundabout way.

You will probably not be surprised to learn that this question is apparently not something that has elicited a lot of serious historical research up to now ("Where do I find historical evidence for a simple game played by children that requires no equipment?" and "Will I hurt my chances for tenure if I spend much time researching such a seemingly trivial subject?"), so I will have to go out on a limb here with my own theory, which is based only on circumstantial evidence. Because this is just my theory, I am going to have to explain how I arrived at it.

Clearing Out the Undergrowth of Misinformation

First, a confession: Although I began playing rock-paper-scissors when I was a child, I had never heard it called "Rochambeau" until you sent in your question. Asking around, however, I discovered that some of my colleagues, raised in various places around the country, had vaguely heard of "Rochambeau," but with some of them I was not able to figure out if they had definitely called the game of rock-paper-scissors "Rochambeau" when they were younger, or whether they had merely watched a certain South Park episode in which Eric Cartman challenged another child to play "Rochambeau," but which he explained as consisting in a kind of duel carried out by kicking each other (Google "Rochambeau" and "South Park" to find a link to the clip, but I hereby give you a "language warning" for this).

Nevertheless, more Googling makes it clear that "Rochambeau," used for rock-paper-scissors, has an older and wider provenance. Mathematicians and evolutionary biologists, for example, who have recently become interested in "multivariant" selection systems over the past 20 years or so, have written about rock-paper-scissors and have typically cited the game as "rock-paper-scissors" and then added "Rochambeau" or "Roshambo" in parentheses after it. So that carries the word back at least a couple of decades.

As an illustration of the severe limits on using Wikipedia for research, the English-language Wikipedia entry on rock-paper-scissors (or rock-scissors-paper, etc.) says that the game is called "Rochambeau" in French. But the French-language Wikipedia entry on the game lists the Francophone countries' names for it as: pierre-feuille-ciseaux, papier-caillou-ciseaux, roche-papier-ciseaux, pierre-papier-ciseaux, and feuille-caillou-ciseaux. It then says that the game is called "Rochambeau" in the United States. I wondered whether "Rochambeau" might be an English-language corruption of a French triplet beginning with "roche" (rock), but I have nothing else to offer in this speculative vein, so this is not part of my theory.

A Historical Connection with Count Rochambeau?

Next up was to consider the alleged connection with the Comte de Rochambeau, the French general who was a hero of the American Revolution.

Over the past decade, rock-paper-scissors has become a quasi-formally organized sport with international tournaments. Two American brothers, Douglas and Graham Walker, organized the World RPS Society, with tournaments, a website, t-shirts, and posters, and they have also published a light-hearted guide to playing "professional" rock-paper-scissors, which includes a brief and half-serious history of the game. Their Official Rock Paper Scissors Strategy Guide (2004) offers one theory about how the game became "synonymous with" the Comte de Rochambeau:

"It is widely believed that an ill-advised throw of Scissors (or Ciseaux) resulted in his being uprooted from his ancestral home to become the marshal of the French forces during the American Revolution. His arrival is widely credited with the introduction of RPS to the United States."

But this is all unlikely. Rochambeau (and Lafayette and other French military officers) were quite eager to come to America to fight with the Americans, and had to resist others' efforts to keep them in France so that their military experience would not be missed there.

Another mention of the supposed historical connection with Rochambeau is in physicist Len Fisher's Rock, Paper, Scissors: Game Theory in Everyday Life (2008):

"George Washington is reputed to have played it with Cornwallis and the Comte de Rochambeau to decide who would be the last to leave Cornwallis's tent after the signing of the British surrender at Yorktown in 1781. (The story goes that Rochambeau won, which is why the game is still called Ro-Sham-Bo in some quarters.)"

But Washington, Rochambeau, and Cornwallis did not negotiate surrender terms together in a tent; nor did they even meet together on that occasion. Cornwallis sent Washington a message under a flag of truce, proposing a cessation of hostilities so that officers appointed by each side could meet and "settle terms of the posts at York and Gloucester." After speaking with his own staff and with Rochambeau and his officers, Washington responded in writing that he wished to see Cornwallis' proposed terms of surrender before he could agree to the talks. Cornwallis sent back another written message to Washington, listing his terms. Washington then decided that he could not accept the terms as written, but that they were enough to begin negotiations, so he agreed to the ceasefire and to send representatives to the Moore house on the York River behind the Americans' lines, where Cornwallis had proposed the meeting take place.

The officers who met for negotiations the following day included Lieutenant-Colonel John Laurens, a native South Carolinian, who had previously been Washington's aide-de-camp, and (for Rochambeau) Colonels Louis Marie Antoine vicomte de Noailles (Lafayette's brother-in-law), and Guillaume Jacques Constant Liberge de Granchain. They met with British Lieutenant-Colonel Duridas and Major Ross, one of whom was Cornwallis' aide-de-camp. Negotiations lasted eight hours that day. They were extremely detailed about terms, including even the requirement for the British troops to march out with their colors masked and with their fifers not playing any British or German tunes. A final agreement was reached only during the second session, the following day, on October 19, when the same negotiators returned, having consulted with their superiors. They then brought back the Articles of Capitulation for their commanders to study and to sign "in the trenches." Cornwallis signed for the British side. Generals Washington and Rochambeau, and Admiral de Grasse, gathered elsewhere, signed for the opposing side.

That afternoon, the British forces marched out from where they had been besieged. Cornwallis was not among them. He pleaded illness, and left the formal surrender to Brigadier General Charles O'Hara, who rode up to the allied officers and asked which one was Rochambeau. He was immediately told to surrender to Washington, but when he stopped in front of Washington and offered him Cornwallis' sword, Washington refused, for reasons of military protocol, to receive a sword from the opposing side's subordinate commander. Washington directed him to surrender the sword to his second in command, General Benjamin Lincoln, which he did, and turned and rode away.

None of the details of the surrender or the ceremony itself seem like they would have been left to a game of chance.

I conclude, therefore, that the stories that try to link the game with Rochambeau himself, are likely recent and apocryphal, made up in an ad hoc fashion to give flesh to why the game was called "Rochambeau."

The Odd Lack of Written Evidence

Now we get to the nub of this matter: I did a rather tedious search in online databases of books, periodicals, and newspapers published in America from the 17th- through 19th-century and found absolutely no mention of "Rochambeau" used as the name of a game, or, for that matter, of any mention of Rochambeau playing rock-paper-scissors, or even any mention of the game of rock-paper-scissors itself being played in America at all until well into the 20th century. I certainly do not believe that my search has been exhaustive (many old newspapers are not online, for example), and there was plenty that was written that was never published, but if the game was being played by children of European descent "from time immemorial," it seems odd (but not conclusive) that I have been able to find no one mentioning it in anything published in America for the first several centuries of European presence here, even though the game, by its very nature, is not something on which writers would necessarily have thought to expend much ink, if they deigned to notice it at all.

The absence of any mention of the game does not mean, by the way, that American children did not have hand games for deciding winners or selecting alternatives—"Odds and evens," for example, has a long history in Anglo-American culture (James Boswell mentions it in his Life of Samuel Johnson).

In addition, there is evidence (by way of a conspicuous absence of another order) of American ignorance of the game as late as the turn of the 20th century: Stewart Culin, Director of the Museum of Archaeology at the University of Pennsylvania, published Korean Games with Notes on the Corresponding Games of China and Japan in 1895. In it, he described various East Asian hand games, among which was the Japanese game of Janken (or Jankenpon). This was precisely what became our game of rock-paper-scissors, and is most likely its ultimate source, either via Europe or across the Pacific (perhaps through Japanese immigrants to the West Coast). Culin, however, grinds right through his description of it, placing it among his descriptions of the other East Asian hand games to which it is closely related, without ever talking about any game in his own culture, that is, without mentioning anything like, "this is identical to our game of rock-paper-scissors." This too suggests that in fact the game had not yet become a part of American culture by that time.

The Game Appears and Becomes Popular

The first homegrown mention of the game rock-paper-scissors I found is in a compilation of children’s games, Handbook for Recreation Leaders, put together by Ella Gardner, the Government's "play expert" and "recreation specialist" with the Children's Bureau in Washington and first published by the Government Printing Office in 1935. In the 1930s, the Children's Bureau helped organize or participated in many national and international gatherings of child care specialists. Gardner herself was a kind of traveling outreach specialist on the subject of recreation activities.

In the Handbook, the game of rock-paper-scissors is called, precisely, "Rochambeau." Gardner appears to have been fond of team games, so to adapt rock-paper-scissors, her Handbook has the players of each of two teams decide among themselves whether their team will present rock, paper, or scissors. Then, with the two teams facing each other, the captains of each team raise their fisted arms and bring them down in partial steps, each at the same time, saying "Ro," then "cham," and then, on "beau," revealing their sign. The Handbook presents the game along with another, called "Fox, Hunter, Gun," in which foxes defeat hunters, hunters defeat guns, and guns defeat foxes. The signals of that game included simultaneous cries and arm gestures that impersonate the characters.

Soon after the government made the book available to educators, recreation planners, community groups, clubs, and parents around the country, more descriptions of the game began to appear in books, magazines, and newspapers. Bernard Sterling Mason's Social Games for Recreation, for example, published the following year, describes "rock scissors paper." And letters to the children's sections of domestic newspapers began explaining and recommending the game in the late 1930s.

There was an upsurge in the number of mentions of the game after World War II. It was initiated with articles in the Army's Stars and Stripes newspaper, written by army reporters stationed in Japan during the U.S. occupation of the country. The reporters appear to have been unfamiliar with the game from their own childhoods, calling it a kind of "odds and evens." From about that time, the game began being mentioned regularly in books, magazines, and newspapers. Clearly, by then it had become embedded in American culture. Judging by the "documentary" evidence, then, it looks like the game found its way to popularity in America through the combined efforts of Ella Gardner of the Children's Bureau and, later, G.I.s returning from Japan.

My Little Pet Theory

The author of the Children's Bureau handbook, Ella Gardner, was a Washington, D.C. native. The Children's Bureau had been in the Department of Labor, but with the Bureau's large expansion under the New Deal, and especially the Social Security Act of 1935, would soon end up with the Social Security Administration (and later with HEW and its successor, HHS).

At the time the book was published, the Children's Bureau was in the Widner building in Washington, D.C., on Connecticut Avenue. But the government was in the midst of a huge expansion, and was buying and leasing buildings all over downtown, and moving agencies from one place to another. The new Social Security Administration would quickly be moved into an apartment building that had been commandeered by the Government about a block away from the Children's Bureau. This building was the Rochambeau Apartments, at the corner of 17th and K Streets. The building had that name because it faced Lafayette Square, which has a large bronze statue of the Comte de Rochambeau.

The Rochambeau statue had been erected in 1902 and, in 1931, had been the focus of a large celebration of the sesquicentennial of the victory at Yorktown. If the Children's Bureau staff were looking for a ready place to try out games with a group of children, Lafayette Square would have been ideal. And if they were looking for a three-syllable word to hang on the game of rock-paper-scissors, "Rochambeau" would certainly have been near at hand.

But why bother with making up a new name for the game? Well, it was a Japanese game and English-speaking children might have been leery of a name as unfamiliar as "Jankenpon." Diplomatic relations between Japan and the United States were growing quite cool by the mid-1930s, so perhaps the Children's Bureau reduced the "foreign" feeling of the name "Jankenpon" by attaching a foreign name to it that was nevertheless indubitably a "patriotic" one: "Rochambeau."

The upshot is that the name "Rochambeau" does appear to link the game to the French General, but it is likely his statue, not the gentleman himself, that is responsible for the link.

So that is my theory, and I am sticking to it. At least for now. It seems more reasonable than supposing Washington, Cornwallis, and Rochambeau were playing hand games together during the British surrender. However, my theory is based almost entirely on a long chain of guesses and circumstantial evidence. If or when someone runs across some early mention of "Rochambeau" applied to the game, the entire limb I have climbed out on will be sawed off. But for now, that is the best I can come up with.

For more information

Douglas and Graham Walker's World RPS Society
The Straight Dope ("What's the origin of 'Rock, Paper, Scissors'?" July 10, 2001).

Bibliography

John E. Ferling, Almost a Miracle: American Victory in the War of Independence, New York: Oxford University Press, 2007. pps. 534-539.

Henry P. Johnston, The Yorktown Campaign and the Surrender of Cornwallis, 1781, New York: Harper & Brothers, 1881. pps. 152-158.

Douglas and Graham Walker, The Official Rock Paper Scissors Strategy Guide. New York: Fireside, 2004.

Len Fisher, Rock, Paper, Scissors: Game Theory in Everyday Life. New York: Basic Books, 2008.
Stewart Culin, Korean Games with Notes on the Corresponding Games of China and Japan. Philadelphia: University of Pennsylvania, 1895.

Ella Gardner, Handbook for Recreation Leaders. Washington, D.C.: Children's Bureau, Government Printing Office, 1935.

Bernard Sterling Mason, Social Games for Recreation. New York: A. S. Barnes, 1935. p. 70.
Iona and Peter Opie, Children's Games in Street and Playground. London: Oxford University Press, London, 1969.

Post-War U.S. Occupation Forces:
"Korean 'Boys' Town'," Stars and Stripes, July 22, 1952.
William B. Colton, "Three Bamboo," Stars and Stripes, September 21, 1954.
Sandy Colton, "Jan-Ken-Pon," Stars and Stripes, August 11, 1956.

On Ella Gardner:
"Need of Playground Instructors is Seen: Supervision as necessary as school program, says Miss Gardner," Washington Post, March 15, 1927.
"2,000 Will Attend Child Conference," Washington Post, August 17, 1930.
"Recreation Series to Open Tomorrow: Many agencies cooperate in work of annual play institute," Washington Post, March 13, 1932.
"Play Institute Set to Start on Tuesday to Run Six Weeks," Washington Post, April 7, 1935.
"Rochambeau's Tenants Gone; U.S. to Move In," Washington Post, December 1, 1935.
"Government Play Expert Starts Trip: Miss Gardner to aid three states plan recreation; will give instruction in communities lacking directors," Washington Post, July 8, 1937.
"U.S. Leaflet to Teach Small Towns to Play," Washington Post, October 18, 1937.
"Ella Gardner's Rites Scheduled Today at 1 O'Clock," Washington Post, April 1, 1942.

Images:
Rochambeau statue in Lafayette Park, Washington, D.C.

Photo of Ella Gardner, Washington Post, April 1, 1942.

Playing History

Quiz Webform ID
22415
date_published
Teaser

It’s all a game—board games preserve the past in squares, paper money, and toy tokens. Answer these questions to learn about the history in play.

quiz_instructions

Since the early 19th century, Americans have played games about American settings, governed by American rules. Space by space, children and adults have learned, consciously and unconsciously, about mathematics, economics, ethics, history, politics, and other subjects through these settings and their rules. Answer these questions about board games.

Quiz Answer

1. The earliest-known board game printed and invented in the U.S. was designed to teach:

a. U.S. geography
b. European history
c. Proper moral behavior
d. Multiplication tables

In 1822, the New York publishers F&R Lockwood published The Traveller's Tour through the United States, the first board game developed and printed in the U.S. Players moved their pieces along a set path around a map of the U.S., stopping at numbered points in the 24 states and four territories that made up the country at the time. At each point, players tried to name the city the point represents; if they failed, they lost a turn and had to try again in the next round. According to historian Daniel Kilbride, the game presents a genteel, nationalistic view of the country to accompany its geography lesson—the manual describes the U.S. as "by far the finest portion of the western continent . . . with respect to wealth, fertility, civilization, and refinement."

2. Late 19th-century board games promoted the "rags to riches" myth of American success. Titles included:

a. Paul Pennywise's Game of Common-sense
b. Game of the District Messenger Boy, or Merit Rewarded
c. Rags to Riches
d. Golden Shores, The Immigrant's Story

The Game of the District Messenger Boy, or Merit Rewarded, published by McLoughlin Brothers in 1886, represented a trend in board games at the time—and popular culture and American myth in general. In the game, players compete to be the first to climb from lowly telegraph courier to president of a telegraph company. Spaces give the player rewards for qualities like "intelligence" and "promptness" and punishments for "drowsiness" and "impertinence"—"theft" requires a player to go to jail and restart from the beginning. Similar games included The Game of the Telegraph Boy (1888), The Errand Boy (1891), and Cash: Honesty is the Best Policy (1890) .

3. The Game of Life (or LIFE, published in its modern form in 1960), in which players progress through the stages of a stereotypical successful American life to reach retirement, developed from an earlier game, published in:

a. 1823
b. 1860
c. 1920
d. 1945

In 1860, American board game inventor Milton Bradley created and published The Checkered Game of Life, in which players raced to travel from "Infancy" to "Happy Old Age." Along the way, they might get married, fall into poverty, attend college, go into politics, or suffer from character flaws including "intemperance" or "idleness." The game promotes personal merits like "honesty," "ambition," "industry," and "bravery"—showing a shift away from the spiritual virtues promoted by earlier board games and towards the mythology of the American rise to success crystallized in later games (such as The Game of the District Messenger Boy).

A financial success (during the Civil War, charitable organizations purchased thousands of copies of the game and distributed them to soldiers), the game resurfaced in various forms over the next century. In 1959, the Milton Bradley company commissioned toy inventor Reuben Klamer to develop a 100th-anniversary game. Klamer found a board for The Checkered Game of Life in the company archives, and designed his own Game of Life, published in 1960, based loosely on the concept.

4. The inventor of The Landlord's Game, a 1904 precursor to Monopoly, intended the game to highlight:

a. The virtues of capitalism
b. The importance of planning ahead
c. The dangers of capitalism
d. The spread of railroads and new utilities

In 1904, Elizabeth "Lizzie" Magie received a patent for The Landlord's Game, a board game very similar to Monopoly in its mechanics and appearance, but contrary to the uncritically pro-capitalism game in sentiment. Magie supported the philosophy of economist Henry George (1839-1897), who believed that taxation on any property or asset but land was unfair and called for a single-tax system. The Landlord's Game illustrated the harshness of a multiple-tax system through its play, and was designed to be played a second time through with only land tax penalties, to contrast the two systems.

The game influenced other game makers, including salesman Charles Darrow, who developed Monopoly in the 1930s and sold the rights to Parker Brothers. Parker Brothers would later purchase the patent to The Landlord's Game, seeking to reduce competition and exercise exclusive control over Monopoly-like games.

For more information

Check out the board for the Traveller's Tour through the United States at the New York Public Library Digital Library. Click "zoom" and you can zoom in and pan to follow the game's trail through the young nation, winding through states and territories to its end in New Orleans.

The Center for History and New Media's Exploring US History website includes a suggested activity on The Checkered Game of Life, in which students play the game and analyze the messages gameplay and the board design send.

A New York Times review of the New-York Historical Society's 2002 exhibit "'The Games We Played: American Board and Table Games From the Liman Collection Gift," describes a number of 19th-century board games, including The Game of the District Messenger Boy, and considers the messages they sent to players.

In an episode of its second season, the PBS television show History Detectives looked at a Monopoly-like game board that predated the 1930s. In the show, the History Detectives conclude that the board represents an intermediary step in the evolution of the game, partway between The Landlord's Game and Monopoly. Though the website does not offer video clips of this section of the episode, you can read the full transcript to follow the research process of the Detectives.

Maybe you want to look at the social trends indicated by games yourself, or ask students to research a particular game or games or design their own. If they lived in the 1930s, what kind of theme might a game they developed have? How about the 1950s, or the 1830s? Direct them to explore BoardgameGeek, a database of hundreds of board games, from Traveller's Tour to the most current. Have students search by time period or category in "Advanced Game Search." Can they tell when new technology appeared by the changes in the subjects of games (as radio and then television heroes begin to feature in many board games, for instance)? What shifts do they see in depicted gender roles?

Sources
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The Landlord's Game
The Landlord's Game
The Landlord's Game
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Having Fun is a Good Thing: Video Games

Description

Many teachers now understand that video games (and other technology) can help encourage high levels of learning. Attendees at this workshop will find out what Steven Johnson, John Beck, Marc Prensky, and James Paul Gee are saying about the use of video games as teaching and learning tools. There are plenty of resources to help educators begin to integrate PlayStation, XBox, GameCube, PC games, and other types of video games into the classroom.

Sponsoring Organization
ESSDACK
Target Audience
K-12
Start Date
Cost
$120 nonmember; $60 members; $90 associate members
Duration
Seven hours