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Computer simulation is 'making history'

 

Primary Topic Channel:  Curriculum

 

A simulation-style computer video game that allows players to act as world leaders, make momentous decisions, and discover the consequences is being used to teach students history.

Muzzy Lane Software of Newburyport, Mass., has issued "The Calm and The Storm," the first offering in a planned series of computer programs called "Making History." The idea behind the series is to teach students the skills and concepts they need to learn in history class using a medium they will relate to. (See "Simulation-style video game targets education field.")

In the game, single or multiple players take on leadership roles in ten different hot-button nations during World War II, in six different key scenarios that shaped the war from 1936 to 1945. For instance, the game scenario entitled "Munich: The Politics of Appeasement" places the student at the moment following Germany's successful annexation of Austria. "The End of Diplomacy" begins after agreements reached at the 1938 Munich Conference have fallen apart. The other four scenarios are similarly situated along the war's timeline.

The game gives students the chance to compete against other "national leaders" in making economic, military, and international and domestic policy decisions. Students can even use features such as the game's instant-messaging feature to negotiate "backroom deals" they can then act out in official game play.

In one scenario, students assume the role of Prime Minister Hideki Tojo of Japan, a former general who came to power in October 1941. As war minister, Tojo invaded Indochina, after which the United States froze all Japanese credits, resulting in crippling economic effects that, according to a game briefing, leads Japan to bomb the U.S. fleet in Pearl Harbor, Hawaii. That attack leaves Tojo's navy in control of the Pacific. In addition, Tojo has signed a neutrality treaty with the Soviets, which gives him the breathing room he needs to carry out invasions of the Philippines and the Dutch East Indies--if he can maintain control of China, French Indo-China, and other holdings.

"Your empire awaits you," the briefing ends.

Muzzy Lane is betting its 3-year-old empire on this new take on computer gaming for the classroom. The company is hoping its "Making History" series will find its way into American curricula from middle schools to undergraduate programs.

Though each scenario begins at an accurate moment in history, from there, students' decisions might parallel actual events--or diverge significantly. The game allows students to make their own decisions. No action in the game occurs without a consequence. Players have objectives their countries must attain to stay afloat, and they must negotiate through the political, economic, and military events that are critical to the success or failure of their governments and citizens.

 
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