Civilization V
Introduction: This popular PC/MAC game is strategic in nature and forces students to problem solve but the game is variable and represents all 3 UDL frameworks. Benefits of this game were heavily researched by Kurt Squire (2011) and there are multiple articles about educational uses and about the educational version of Civilization V (Verge, 2016). Below are, UDL Principles, Classroom applications, and a SWOT analysis based on his experience using Civilization 3 in the classroom, the article, and my own experience with Civilization 5. Sid Meier’s Civilization is on version 6, but I do not recommend that version so this analysis is based on Version 5 which is as little as $6 online, cross platform, and able to run on my 10 year old laptop. Here is a link to 5 lesson plans and some assessments using Civilization V in the classroom.

UDL Principles: Using game based learning can appeal to a wide range of skills and strategies while being learner-centered. UDL principles work well with this type of learning. Game-based learning is specific to the learning environment and focused on learning outcomes based on proven strategies (Gunter et al., 2008). Gameplay is variable and diverse.
Representation: Because no two game session are alike students can express themselves through their decisions and resource allocations. Learning through play the game combines visual, auditory, and text for immersive learning that’s guided by the instructor and clear learning goals. Variability in representation through results, decisions, and the story. The way they play the game and the decisions they make provide a complex variation depending on each game and the interactions with other students. The game plays out differently than real events to represent their background knowledge, understanding, and response to stimulus related on history, technology, and society. Students construct, comprehend, and analyze their experience in the virtual game environment that highlights complex patterns and critical features of world leaders, human development, and relationships between cause and effect.
Action and Expression: Comparing how their country’s path mirrors, or doesn’t, the actual one they represented allows for critical analysis and a deeper understanding of cause and effect. Using the world setup stimulates risk, reward, and gives students a firsthand experience of how geography played a part in conflict and expansion. Interactivity and diverse assessment allow for a dynamic feedback loop between student and teacher. Students can follow specific clues or quests guided by the instructor for their individual experiences.
Engagement: Students can engage by teaming up to develop the same Civilization, form alliances, or go to war. Alternating play and combining individual with team play create variable levels of engagement. The badge system and opportunities to assess peer interactions can vary between game results, milestones, and individual or team accomplishments. Contrasting play, results, and varying game sessions can develop opportunities for self and group assessment. Gameplay can mirror with other learning activities for diverse learning modalities or assigned tasks for those who don’t game or desire other engagement opportunities.
Classroom Applicaton: Compare/contrast with real events. Identify: world leaders, iconic achievements in science, history, art, and military. Group projects can combine watching game play and using their historical knowledge for critique. Some can game while others in the group analyze, write papers, or do other presentations that appeal to their learning style. Group or Individual - Identify iconic discoveries, ages in history. Identify why your civilization grew differently than the actual one. Current Events Application - Identify questions for world leaders based on what you learned in your end game outcomes. Here is a to 5 learning activities using Civlizations in the classroom. (same as above)
Strengths | Weaknesses | Opportunities | Threats |
---|---|---|---|
Variable experience. Diverse game play. Diverse historical references. Commercially successful. Appealing to play/repeat play. High interest. Engaging. Strategic. Peer play. Individual or Group. In and out of game reward system. Students express through their decisions. Student controlled experience. Play to stimulate learning. Able to watch back game like a video. Diverse cross-study activities. Cross-platform (MAC and PC) | Cost. Version support. Stigma of video games. Limited to historical related study. Stigma of ‘gamers’. Competition. Issues with winners and losers. Badge related bullying. Historical inaccuracies. Historical figure behaviors and stereotypes. | Group and individual learning. Self-directed analysis of play versus real events, leaders, discoveries, and technologies. Teacher guided activities questions. Shared experiences. Chance to grow game-based learning. | Cost. Addictive play. Limited bandwidth. Limited time on game compatible computers. Administration opposed to commercial games in education. Registration. Computer availability. IT concerns i.e. software security, vulnerabilities, updates, installation. |