SUBJECT: History
GRADE: High School
TECHNOLOGY: Civilization
II (Software)
Civilization II
Microprose Software (MPS), 1996.
9th-12th grade history
students. This group often finds
the traditional method of history teaching dull and uninteresting. Further, the lessons that can be
learned from studying and understanding history are lost when such a group
cannot relate historical events to real-life processes and conditions. This lesson is intended to allow
students to experience decision-making in a pseudo-historical context and then
to justify their decisions based on game conditions.
If the lesson plan is
properly completed, students will play a complete game of Civilization II and
afterwards write an historical account of the fictitious society they created
with the program. The account will
not be a mere chronology of events, but rather an insightful account of
decisions made by the student during the game and an evaluation of the causes
and consequences of those decisions.
Students will be allowed
(either in-class or at home) to complete one full game of Civilization II. They may take as long as they wish,
saving games and then returning later to the software, but may not save for any
reason other than to temporarily stop play. In other words, they cannot use the "save"
function in order to re-load already played moments in an attempt to change the
outcomes; once a decision has been made, it cannot be undone. After the game is over, students will
be responsible for writing a "history" of the Civilization that they
created. This history should
include, but not be limited to, a chronological account of major events of the
game, an account of population demographics and change, and a geographical
description of the fictitious society.
More importantly, students will outline some of the important decisions
they made during the game and explain their causes and outcomes. Attention should be paid to game
conditions before a decision was made and how those conditions influenced the
student's choices, as well as to the results of the decision. Students should judge their choices
with regard to how those choices affected their Civilization (did the choice
help or hinder their game? Was the
decision a "wise" one in the eyes of history?). Students may also wish to construct
hypothetical situations based on other, unchosen, alternatives they considered
during the game. In other words,
the finished product should read like a history textbook, and may include
pictures and fake "biographies" of personages. The student's creativity is really the
only limit to this lesson, and even a poorly-played game can result in a
well-written history. This lesson
is probably best when applied over a fairly long period of time; perhaps a
month-long period or a quarter-school year. The extra time will allow for the length of an average game
as well as for the time needed to create a "history" as designed by
the students; this lesson may serve well as a final project for a term.
Students may use
word-processing programs to compose and edit their historical accounts of the
civilizations they create. In
addition to aiding in the editing process, such programs will allow for the
easier inclusion of graphics (e.g., maps) and charts (e.g., population graphs).