Dirt on Their Skirts

Description

This Electronic Field Trip looks at pioneering women baseball players, owners, umpires, and teams from as early as 1866, all the way up to present day women playing and working in baseball. The common thread running through the stories examined is the efforts of women and girls to be a part of America's national pastime: baseball.

Many Americans are surprised to learn that women once played professional baseball in the All-American Girls Professional Baseball League (AAGPBL), from 1943–1954. Founded by Chicago Cubs owner Phil Wrigley as a method to entertain Americans and keep ball parks full during World War II, the league provided an unprecedented opportunity for young women to play professional baseball, see the country, and aspire to careers beyond the traditional female roles of teacher, secretary, nurse, librarian, or housewife.

This entry is a repeat of node #19119.

Win the White House Anonymous (not verified) Thu, 09/26/2013 - 17:32
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What is it?

Win the White House is an online game that allows students to simulate a presidential campaign of their own. This includes debating, completing primaries, choosing a vice president, fundraising, making appearances, and more.

Getting Started

Visitors can register to play Win the White House or play without registering (both options are free). However, if the player is not registered, they cannot continue a campaign later. Win the White House works on both Macs and PCs.

To start, the player chooses a candidate, slogan, political party, and issues that they focus on, such as environment, health care, and voting laws. For older students, topics such as gun control and gay marriage are included. (Throughout the game, they will have to periodically answer questions regarding their platform or the platform that their opposition supports.) They then begin their political campaign. For support, as well as examples of use and teaching plans for the game, check out Win the White House: A Game Guide for Teachers.

Examples

During the political campaign, students will painlessly review the details of running a campaign, including how the electoral college works and how those votes are weighed, as well as how important political marketing is.

Playing the game can point out to students how many factors contribute to the progress and success of a presidential campaign. As students play, make sure they notice and use the four blue buttons at the top of the play screen map to view the states through different filters as their campaigns progress. With these buttons, they can remind themselves how many electoral votes each state has, see how the popular vote is going, keep track of states' momentum (are states leaning red or blue?), and check how much money each state still has available to fund campaigns.

Although Win the White House is a learning tool, it is also a game, adding motivation to learn and presenting students with many choices. Note that the game provides an assessment of how well the students achieved their objectives at the end, which can help teachers measure student comprehension. Win the White House can help teachers see how well students understand both the political process and the media’s potential to influence the outcome of an election.

For more information

Looking for more high-quality games for use in the history or civics classroom? iCivics, creator of Win the White House, features more than 20 online games on topics ranging from municipal planning to immigration to the Bill of Rights. Check out our Tech for Teachers on Do I Have a Right? for our take on one of iCivics' more addictive games.

Not certain how best to use games for teaching? High school teacher Jeremiah McCall shares his tips for getting the most out of games in his six-part blog series.

Mission US: For Crown or Colony

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What is it?

New York Public Television developed Mission US: For Crown or Colony as the first in a series of free, online adventure games focused on various periods in U.S. history. In For Crown or Colony the player takes the role of 14-year-old Nat Wheeler, a printer’s apprentice in 1770s Boston. While completing errands for his master, Nat witnesses acts of violence between colonists and soldiers and discusses British colonial policies with Boston residents. Ultimately, Nat must decide whether his loyalties lie with the colonists or the crown.

The game is designed to teach players about the debates over British policies, the roles of various colonial groups (women, apprentices, slaves, etc.) in protesting those policies, and the forms such protests could take. Nat’s adventures in Boston are divided into a six-part story, each of which can be played in 15 to 20 minutes. In the course of fulfilling his duties, Nat learns more about the growing tensions between the colonists and the British troops stationed in the city. He meets various historical people (Phillis Wheatley, Paul Revere, and John Adams among others) and hears three basic responses to the tensions with the British: loyalty to the crown, support for the Patriot movement, and neutrality. characters 

In addition to conversing with these and other characters, Nat will witness several important historical events culminating in the Boston Massacre. He ultimately must testify at an inquest on the shootings. After the inquest, Nat must decide to support the Patriots, side with the Loyalists, or stay out of the conflict. The effects of his choices are revealed at the end. Finally, an animated epilogue narrates the events after the Boston Massacre that led to the outbreak of war and the Declaration of Independence.

Getting Started

Gameplay Consistent with the adventure game genre, the player experiences the game by visiting various locations in Boston rendered as fixed illustrations. The player can interact with objects and people in each location that are highlighted in yellow when the mouse hovers over them. Clicking on highlighted objects provide more information about them. For example, Mr. Edes’s print shop has a variety of objects the player can click on, ranging from the press itself to the paper supplies and type trays. Teachers may want to instruct players explicitly to investigate carefully as they play and follow up with discussions about the items in the game and what they suggest about Boston in the period.

Interacting With Characters Clicking on a highlighted character initiates a conversation with that character, the great strength of the game. The player sees and hears the animated character speak; the dialogue is also captioned in text. Choosing different responses for Nat will lead the dialogue in different directions. Much of the dialogue concerns how different characters perceive the events around them and whether Nate agrees with those perceptions. So, for example, if Nat sells a newspaper advertisement to Constance, the niece of loyalist Theophilus Lillie, Patriot Mr. Edes refuses to print the ad. His rationale: “She is the niece of Theophilus Lillie. He is breaking the non-importation agreement and all good patriots must oppose him.” The player has a variety of choices for Nat’s response ranging from inquiries, to arguments, to simple acceptance. Through the dialogues, Nat can try out different points of view, gain the approval and disapproval of various characters, and encounter many perspectives on British rule in colonial Boston. There are a variety of interesting characters, and the dialogues are well designed to achieve the learning goals of the game—namely, leading players to analyze the tensions in late colonial Boston and the main responses to British colonial policies.

Also included in the dialogues is the SmartWords vocabulary system. Certain conversations with characters bring up highlighted yellow terms representing key vocabulary—terms like apprentice, Sons of Liberty, and Townshend Acts. Clicking on highlighted terms adds them to the player’s SmartWords collection and shows the player a definition. As with the clickable background items, there is no guarantee a student will be motivated to have the types of conversations that will reveal these words. Turning the search for vocabulary into a side game, however, is not an unreasonable approach to the problem of presenting key vocabulary in a game.

Examples

The game’s great strength is its focus on making choices. The course of past events is so regularly, and mistakenly, perceived as inevitable. This game, on the other hand, reminds players people in the past made choices that had consequences. Nat can buy imports or local goods, side with Constance or Royce in disputes, and make friends with Loyalists or Patriots, among many other decisions. These decisions affect how the dialogues unfold and, to a lesser extent, the options Nat has for completing his tasks.

Best of all, the trend of Nat’s choices throughout the game changes the way he perceives the climactic events of the Boston Massacre.

When Nat finally must elect to side with Solomon, Royce, or Constance, he muses, “With the freedom to choose my own way, I knew that my future lay down one of three paths.” But choosing one of these three paths does not end the game immediately. Instead the player is invited to make a few more decisions about Nat’s adult life after 1770 that are woven into a short narrative. This final adventure, in addition to reinforcing the idea that the past was not predetermined, also helps make a potentially important point that the Revolution was not the only thing that mattered for people at the time.

Uses in the Classroom One of the great challenges for using a simulation game in class is incorporating the game into a coherent and well-designed lesson and unit structure. Mission U.S. has, laudably, completely removed this obstacle. The support materials provided are, quite simply, outstanding. The designers conceived of For Crown or Colony as an integral part of a rich and comprehensive unit on the road to Revolution. Accordingly, each section from the game is accompanied by a summary of the game, well-organized lesson plans, reflection prompts, discussion suggestions, and all manner of resources. Best of all, 20 relevant primary sources are included, each with a brief source note to aid in analysis and comprehension. Between the materials provided and the links to additional materials off-site, Mission U.S. provides more high quality resources and guidelines than could possibly be employed by any single teacher in a single unit.

The game, plans, and resources are tailored for a middle school audience, grades five to eight. Each section of the game takes approximately 15 minutes to play, and the game can be saved so play can spread Example characterover a number of sessions. If possible, playing through the game several times and adopting different stances each time can contribute to students’ abilities to analyze the variety of viewpoints and options colonists had—subsequent playthroughs take considerably less time. Alternating between gameplay, discussion, and use of the additional resources could easily fill a week or more with rich lessons on the road to Revolution. 

Mission US also features other storylines for students, such as early 20th century immigration and the Great Depression.

For more information

Mission US also offers other interactive, decision-based missions that explore United States' history. From the Revolutionary War through the Civil War and the Great Depression, each mission features a different character facing obstacles and different decisions of their time.

Looking for more online games appropriate for the U.S. history classroom? Jeremiah McCall introduces Do I Have a Right?, a game that teaches constitutional rights, in Tech for Teachers.

Do I Have a Right?

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What is it?

Supreme Court Justice O'Connor conceived of the iCivics digital initiative to provide higher quality materials for civics education. The core of iCivics is a set of free-to-play web-based games. One of these, Do I Have a Right?, according to the designers, "teaches kids the constitutional amendments." Dissecting this a bit, the game essentially has three learning goals:

Students will be able to:

  1. Identify and summarize 12 of the amendments of the U.S. Constitution (1-6, 8, 13-15, 19, and 26).
  2. Judge whether a variety of individuals in hypothetical situations have had their constitutional rights violated.
  3. Apply the relevant amendments to cases where people's rights have been violated.

The game is aimed at a middle school audience but may be useful anywhere from 5th grade to high school, depending on the goals of the teacher and the role envisioned for the game in the unit (more on this later).

Getting Started

Do I Have a Right?, Screencap of client's claim In DIHR? the player manages a legal firm specializing in constitutional law. The player first selects whether to do the "Full Edition" of rights throughout the Constitution or "Bill of Rights" which focuses on rights within the first 10 Amendments. He or she then customizes their lawyer and chooses a partner lawyer who specializes on a right. The game takes place over seven rounds, each representing a day. In each round the player tries to earn as many prestige points as possible for the firm by taking on clients and winning their cases. This involves a three-step cycle.

First the player greets a new client. The client then presents their story and the player must determine whether the client's constitutional rights have been violated. Clients whose rights have not been violated must be told so and sent away. Clients whose rights have been violated, on the other hand, must be introduced to a lawyer specializing in the relevant amendment that protects those rights. As the player successfully completes rounds, each lawyer in the firm has the chance to level up. Doing so unlocks a specialization in one new right protected by a constitutional amendment. Each lawyer can learn three additional areas of expertise. Do I Have a Right?, Screencap of skill upgradeGeorge Sayit, for example, begins with freedom of expression. The player can, through successful gameplay, unlock George's ability to plead cases on the freedom of religion, right to vote regardless of race, and, finally, right to vote regardless of gender. The player can ultimately hire six lawyers, each of whom can have four areas of expertise. As a result increasing numbers of different constitutional scenarios can be brought up in each successive round of gameplay.

Appropriately for a game promoting learning, the player needs more than luck to succeed. Failure to send away clients with illegitimate complaints and failure to match legitimate clients with the right lawyers will subtract from the player's prestige score; success adds to the score. The stories of clients whose rights have not been violated tend more to the absurd. Some such as "Do I have a right not to learn to read and write?," however, may challenge schoolyard folk wisdom. The legitimate claims are often straightforward, though posed in a variety of ways. A player who is shaky on the exact rights guaranteed by the constitution, however, will need to think about each client's story carefully. Further, even those with a stronger recollection of the amendments can be misled by some claims if inattentive. A good example: "I want to be on a jury. Yesterday, my state governor announced that Asians can no longer serve on a jury. I am a U.S. citizen and I am 18 years old. Do I have a right to be on a jury?" References to age and ethnicity could trigger a player's associations with the incorrect amendments. Even if the client has a legitimate claim, matching his case to the wrong amendment will deduct from the player's prestige.

 

Do I Have a Right?, Screenshot of round summaryAt the end of each round, the player gets a summary of his or her performance. This takes the form of a newspaper that includes descriptions of the cases and relevant constitutional issues from the round. After the summary, the player can spend any earned prestige points to improve the firm—an important motivator since success at matching clients and lawyers leads to tangible gameplay bonuses. New lawyers can be hired, allowing the player to handle a greater variety of cases and win more prestige. In addition, each lawyer's desk can be enhanced with bonus items. These increase that lawyer's speed in handling cases, likelihood of learning a new area of constitutional law, or the prestige gained for a successful case. Finally, improvements can be made to the waiting area to increase the number of clients it can hold and the amount of time they will wait before storming off in rage—a feature that becomes especially important in later rounds as the number of clients increases.

At the end of the game the player is given a score report with a breakdown of play. This will help teachers identify areas of the amendments that the player needs to review more. Do I Have a Right?, Screenshot of hint system The ease of the control system and the core gameplay are important features of the game, adding to its suitability as a classroom tool. At the start of the game, onscreen hints helpfully label important areas of the firm and the screen—these hints can be left on or turned off at the player's discretion. All decisions are made through clicking on the relevant button or area in the game with the mouse. For those who still would like more guidance, there is even a teacher's guide that provides a detailed description of the game written for those less familiar with game motifs.

At its heart, DIHR? is a drill game. Unlike many other drill games, however, the focus on application as well as identification promotes a higher level of learning than many of its peers. Ultimately, DIHR? is well designed to achieve the goals of its designers. The playful and attractive graphics, core gameplay, and upbeat soundtrack make the game inherently engaging. The end-of-round system for leveling up lawyers and buying improvements will motivate players to continue playing, trying to improve their scores. Since maximizing one's score is best achieved by knowing the amendments well, DIHR provides an engaging and effective tool to learn basic constitutional rights.

Examples

Most teachers, of course, will want to go beyond the basic identification and application of constitutional rights. Happily, iCivics has provided some outstanding materials to help teachers foster students' analytical skills concerning constitutional rights. The site has an excellent pre-game lesson plan titled "Bill of Rights: You Mean I’ve Got Rights?" complete with flashcards, worksheets, and instructions for crafting a "Pamphlet of Protections." A post-game PowerPoint provides structure and questions for a debriefing discussion based on the many stories from the game. The PowerPoint can effectively spark conversation about the more complex issues involving free expression, unreasonable search and seizure, cruel and unusual punishment, etc.

These lessons, like the game itself, are targeted at a middle school audience. The game, however, can be effectively assigned as a lighthearted but worthwhile classroom warm up for high school students—after all, it can only help for students to be motivated to remember and apply the amendments. Teachers of high school civics can effectively use this game as a supplement to a more advanced discussion of constitutional rights crafted by the teacher—it all depends on the comfort the teacher and students have with the playful art, tone, and music of the game.

Upbeat and engaging, with core gameplay that encourages learning these 12 amendments well, Do I Have a Right? is well worth considering by any teacher interested in finding more engaging methods for learning constitutional amendments.

For more information

Do you use iPads in class? iCivics also offers Do I Have a Right? as a free app, Pocket Law Firm.

Nineteenth-Century American Children and What They Read

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Annotation

This site is devoted to the examination of 19th-century children in America: what they read, what was written about them, and what was written for them. "Children" includes letters, adoption advertisements, paper rewards for obedient children, 24 contemporary articles for and about children, and 14 photographs, as well as scrapbooks and exercise books. "Magazines" features illustrations, articles, editorials, and letters from 12 different children's magazines, with cover and masthead images from 173 different volumes. "Books" includes 22 articles on children and reading (including one warning children to avoid mental gluttony by not reading too much), and the full text of 29 books, including the American Spelling Book and grammar primers. Although the site is not searchable, the documents are indexed and arranged by subject. The site includes eight analytical essays written by modern scholars, a timeline covering the years 1789 to 1873 (with entries covering subjects like magazines, books, historical events, and people), and eight separate bibliographies. A "puzzle drawer" includes word games played by 19th-century children.

Amateur Athletic Foundation Digital Archive

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Annotation

For those studying the history of the Olympics, sports history, and the history of leisure and recreation, this website provides more than 45,000 documents (in .pdf format) pertaining to official Olympics history as well as other sports. Complete or partial runs of 10 journals have been digitized, including Journal of Sports History (3,030 articles from 1974–2003), Olympic Review (1901–2003), Baseball Magazine (1909–1918), American Golfer (1908–1911), Golf Illustrated and Outdoor Man (1914–1915), and Outing (1883–1899).

The site also furnishes 58 oral histories of Southern California Olympic athletes and 83 official Olympic Reports from 1896 to 2004. The full text of This Great Symbol: Pierre de Coubertin and the Origins of the Modern Olympic Games by John MacAloon and some recent studies of aspects of sports history are also available. Additions to the site are made regularly.