Tag Archives: Oregon Trail

Oregon Trail Progress

Our work on The Oregon Trail, the educational game, progresses thanks to Internet Archive’s Software Library: MS-DOS Showcase and MS-DOS Games. There’s a lot of work to do as we study the game, how it developed through its versions, and how it developed the people who played it. Of course, it is necessary to make sure the program still works, so testing is necessary. (Success! Now, back to business.)

Games have been part of education because children like games. Adults do too, but they’re more likely to find a different motivation to learn, and may be so careful about appearances that they’d play.

Oregon Trail, as we’ve written about before, is one of the best examples of how computer games teach different things depending on how the game is played. While each player will always learn differently, the distinction goes deeper because computers and computing are always different. The game teaches about the lives of the pioneers on the trail, but it also teaches critical thinking, strategy, and the influence of chance.

Oregon Trail started with a version that required the player to type in the code. Regardless of the history lessons, the player had to learn something about programming. The power of a typo in code could be readily apparent, and make the game easier, harder, or simply bizarre. Shift a decimal point and the buffaloes can grow enough to feed the entire wagon trail, or so shrink to the size of squirrels, or defy logic.

As storable memory became available, the code may only have to be typed in once, which teaches some programming, and delivers the awareness of the underlying code, but eventually subsequent games and players can ignore the computer and computing and concentrate on the game and its lessons. The user’s manual for the apple II version (thanks to Internet Archive – and note yet another spelling of Apple II) even included the basis of math model so players would maintain some understanding of the game’s math, systems, simulation requirements, and data sources. Assumptions are explicit.

When software was delivered on disks, assumptions became implicit. The game could be played without learning about the programming limitations and requirements. Math models are only witnessed by their products, not because the equations are displayed.

As graphics improved, the nature of the play turned from keyboard commands in the 1990 version to point, click, and shoot in the 1992 version. The visuals emphasized entertainment rather than intellectual complexity.

Screenshot 2015-01-18 at 15.07.27 Screenshot 2015-01-18 at 15.07.51

Thanks to Internet Archive we can pull together a few of these versions for comparisons.

The game continues. Houghton Mifflin Harcourt continues to sell the game in yet new incarnations. The learning continues.

Oregon Trail is one of the easiest games to use as an example because it has spanned the various computer eras.

Other examples are more complex. Flight simulators have existed almost since the beginning of flight. The professional versions advanced outside public access. The home versions were toys to start, but now have advanced into valuable tools.

Oregon Trail, simulators, and others are opportunities for us to study how computers and computing affect learning and education. EdTech is a popular and profitable topic yet considering the impact of computers and computing on our society, very little has been done to study which level of technology is best for specific aspects of learning.

Our goal is to create an online space where such questions can be asked and answered. The size of the task is typified by the size of the game and simulation industries. There’s a lot of work to do, but first, of course, we have to make sure the games are playable.

Why republish old stuff

Learning doesn’t happen in a vacuum. It builds on what was done before — or does it?

Some of you may remember the announcement of the first microcomputer kit, the MITS Altair.

Others hark back to visiting the computer lab at the Boston Children’s Museum on the US east coast or the Lawrence Hall of Science on the west coast. The more geeky (now) old folks might have been among those who begged for access to their school’s administrative computer so that they could type in BASIC language games or educational simulations. In the late 1960’s and early ’70’s these were among the only ways to get your hands on a computer.

Students from the Oregon Museum of Science and Industry in their school's computer room. (Photo courtesy of OMSI)
Students from the Oregon Museum of Science and Industry in their school’s computer room. (Photo courtesy of OMSI)

Most people had no idea what computers were, how to operate or program them or, most important, what impact these machines would have on our daily lives 5, 10, 20 or 40 years in the future. A few of us were concerned that those who didn’t learn to take control of computers would be controlled by them — or, more accurately, controlled by the people who controlled the computers.

Fast forward about 40 years.  “I can’t do that, the computer won’t let me,” says the customer service representative. How many times have your heard that one? And how many customers have the knowledge to retort: “Who is in charge here, the people or the computers?

The computer is totally neutral. Behind it is a responsible person who specified how the programmer should make the computer respond. That’s the one I need to talk to. Many early educational technology theorists were concerned with what both children and adults needed to learn about computers so that they couldn’t be tyrannized by the hidden person behind the machine.

How did we do?

In my opinion, the road taken by computer educators led us to the subjugation of students by teachers hiding behind computers – teaching via computer very effectively and to a vastly increased audience – but teaching the same old things. Today’s much vaulted e-learning makes the masses more vulnerable to intimidation by an elite oligarchy of managers at the top of large organizations, both for profit and nonprofit. The microcomputer, which I originally saw as a Trojan Horse that was infiltrating teacher-centered classrooms and fomenting creative problem solving, has been co-opted. How did this disaster happen?

Bigger, faster, better-programmed, little computers – those same machines that help us accomplish so much and keep us amused every day – may be turning us away from independent thinking and the sense of self-determination that is so necessary for the effective democratic citizen. There’s no evil actor here. The passionate programmers that turned the early, print-out based simulations like Oregon Trail into fancy video games didn’t intend to take the most valuable lessons out of the learner experience. The colleges that grant computer science degrees to students who are marginally proficient with a narrow collection of business application programs don’t intend to be misleading either their graduates or potential employers. But don’t take my word for it. Explore the world of learning through and about computing for yourself.

Oh. You can’t find anything about computing education from 40 years ago? That’s because we didn’t have the world wide web and the information you seek isn’t online – yet. HCLE is putting it there. As we build this online museum you will be able to compare the first versions of “Oregon Trail” (or 101 other educational computer games) with their later implementations and see whether the subtle learning transmitted by using the game has changed over the years. While you’re enjoying the game aspects of these materials, our curators can suggest questions to stimulate your thinking about what kind of learning you want for yourself and the children you know.

Who needs this? You do as you find your personal path through our modern world of life-long learning. Educators (administrators, teachers, curriculum designers) need to know that there are many alternatives to video-game-like programs that will engage learners in subject matter relevant to modern work and play. Citizens need to discover that knowing how to program computers gives them a better basis for making public policy decisions and holding their legislators accountable. And besides all that, history is fun, quaint, amusing and thought-provoking. That’s why I think we need this virtual museum.

What do you think?

Oregon Trail – More Than A Game

Get ready to hit the Oregon Trail. Buy your oxen, fill your wagon, climb aboard. That’s the way the computer game, Oregon Trail, is played. In its original 1972 incarnation the players had to learn how to log into their timeshare computer and load the program before they could play. Learning about the real Oregon Trail was likely to be a secondary activity. Games for education are back in style, as if they ever left, but there’s a lot about how and what they teach that we have yet to learn.

Even after 40 years of using computer games and simulations to teach, educators still have little quantitative proof that games are an effective method for attaining academic goals or what factors can improve a game’s impact. Oregon Trail is unique because the same theme, informational content and player actions have been used in new versions of the game every few years for decades. We plan to use these successive versions to test the educational effectiveness of the various versions from player-typed text listings to plug-and-play, heads-up, high-resolution, video games.

To understand how computer or video games promote academic learning, the factors that influence retention of the target information must be isolated and most of them held constant while a single factor is varied separately.

One such factor is the format used to present the educational content (e.g. text, type-writer graphics, crude cartoons, complex cartoons and realistic video). Oregon Trail is old enough to have versions throughout the range allowing us to explore the impact of these different forms of presentation on the learning outcomes of comparable players. The variables are complex — more than ‘computer vs. no-computer’ or ‘game vs. drill sheet’. Museum visitors will have the option of playing one or more versions of Oregon Trail,  online, with the same academic content. What varies is the presentation (stimulus).

Today anyone can play Oregon Trail by searching online or by firing up a Nintendo. The goal is to survive the journey. The hazards for the pioneers were real, but can feel abstract if just presented as text and paragraphs. As a game (which ironically is abstract or at least virtual), the players must make choices based on uncertainties, strategies, and contingencies. They learn about some of the challenges and can better appreciate what the pioneers went through.

Originally, anyone wanting to play Oregon Trail could learn the same things about the pioneer journey. In addition they might have to learn typing, programming, debugging, and other computer skills. The player was also more likely to be aware of the assumptions and equations that were the basis of the game. They typed it all in. A missed zero could radically change the outcome, and that would also become an accidental lesson in sensitivities and a decreased expectation that computers are infallible. Garbage in, garbage out was much more apparent.

The current and historical experiences sound like two dramatically different learning events, so it is easy to accept that one is better than the other. Assumptions aren’t as powerful as measurements; and there are very few measurements of such comparisons.

The Oregon Trail Virtual Museum Exhibit that we will host is one example of why we are building the History of Computing in Learning and Education Virtual Museum.

Creating the exhibit will allow the curious to check their scores across versions; and will also provide metadata in terms of pre- and post-test responses, game-play keystrokes and timing, and self-reports of players. The exhibit will gather enough anonymous biographical data to create comparable groups for data analysis.

Most educational explorations of classroom methods use a treatment and control design administered to two comparable groups of students. The control group receives what is thought to be the same academic content delivered via lecture, paper-and-pencil drill or some other more conventional teaching strategy. Both groups are tested for various skills and content knowledge before and after the intervention.

Analysis of the data will answer: a) does format correlate with retention of target content; b) does format effect time on task; c) do different grade levels of learners retain the same target content when various formats; d) does retention of target content correlate with previous subject matter knowledge; e) do players who already know the subject matter play longer than those for whom it is new information?

The Oregon Trail Virtual Museum Exhibit addresses the persistent question of whether educationally significant results can be gained from the use of computer games and what design factors impact game effectiveness. It may also be useful for game designers. And, of course, it will work best if it is also fun. Wagons ho!

PS Want to watch our progress? Check out the Oregon Trail page on our wiki. We’ve only just begun.

HCLE Second Quarter 2014 Progress Report

HCLE Second Quarter 2014 Progress Report

Welcome to the second HCLE quarterly report (second quarter of 2014). We share many of these news items via our outlets (wiki, blog, Facebook, Twitter, LinkedIn) and collect them here for your and our convenience.

So much has been going on that we’ve barely had time to reflect upon our progress. The following is a long list of items that we’ve worked on in the last three months. Consider them headlines, and if you want more details behind them, send us a note if there isn’t a link. (You’re also invited to browse our wiki, the virtual museum’s electronic loading dock, where many of these topics have working pages.)

Please pass it along, especially if you know someone else who will want to contribute money, time, artifacts, stories, or connections. Even by glancing at what we’ve done, you’re helping make HCLE happen if you pass along the story. Thank you.

Operations

  • Digital Repository
  • Stanford
    • Henry Lowood enabling digitization of HCLE collection
    • Fred Turner using HCLE archive as class material
  • Internet Archive
    • referred us to Mark Pilgrim who will copy all Apple II disks
  • database
    • preliminary screens running on HostGator.
  • Writing Competition / Story Project
    • two winners: Delia Caban & Jane Wilson
  • example exhibits being reviewed to aid design
  • Proof of Concept
  • Back Office Thinking proposal incorporated into program plan

Funding

  • government and institutions
    • Proposal applications submitted
      • NEH – Preservation and Access
        • recommendations on how best to archive HCLE’s collection
      • ESA – Oregon Trail
        • build exhibit and research platform for study of games and education
      • NEH – Digital Projects for the Public
        • production and publication of Design Document for HCLE’s Virtual Museum
    • Proposal applications in process
      • NEH – Humanities Collection and Reference Resource
        • digitization and cataloging of documents and software in HCLE collection (cancelled after conferring with NEH)
      • Cal-Hum – California Humanities
        • Oral History project of California EdTech Pioneers
    • Complete list of proposals available on the wiki
  • Individuals
    • Vision Club – Lisa Webster, Joi Ito
    • Vision Club newsletter
  • Corporate & Foundations
    • Google NYC
    • GE Foundation
    • Vulcan
    • Hewlett Foundation
    • Mellon Foundation
  • Associations – ACM, IEEE,  ISTE
  • Reviewing Foundation Center
  • Reviewing GetEdFunding.com
  • HCLE to donor introductory letter prepared for:
    • Liza to individual – done (HNW letter)
    • Liza to organization – done but up for revision
    • HCLE to individual (Fundraising Letter HCLE-to-one Vision Club invite)
    • HCLE to organization (Fundraising Letter HCLE-to-many)
  • Funding database updated and planned to be ported to CiviCRM on HostGator
  • other contacts made:
    • Brabson Library & Educational Foundation
    • Tech Museum of Innovation
    • EMC Heritage Trust Project
  • in search of: volunteer to implement CiviCRM on HostGator

Outreach

  • Social Media traffic report
1/1/2014 3/29/2014 6/29/2014
Facebook 59 71 80
Twitter 67 98 194
WordPress 18 29 31
Wikispaces 12 25 28

Collaborations

  • Stanford
    • Henry Lowood enabling digitization of HCLE collection
      • People’s Computer Company
    • Fred Turner using HCLE archive as class material
  • Internet Archive
    • referred us to Mark Pilgrim who will copy all Apple II disks
  • Living Computer Museum
    • Justin Speilmann
      • Discussion of designing and operating our Traveling Exhibit
    • Cynde Moya
      • Archiving practices and consultation referrals
  • HCLE is now a partner in the National Digital Stewardship Alliance
  • The Made (themade.org) Peter Suk & Alex Handy
    • How early games designers learned their craft
  • Southampton, Earl Graeme – possible UK trip and talk
  • RICHES Mosaic Interface – innovative online museum
  • New York School – LL intro
  • NIU – Blackwell Museum of Education – email intro sent
  • NMOE – National Museum of Education – email intro sent
  • American Folklife Center, Library of Congress – Nicole Saylor (Nicky), Head of the Archive, – technical connection
  • David Larsen – @Apple1Computer
  • U of MD – Porter Olsen
  • Cathleen Wiggins, Dir. Museum Ed & Leadership in Tech and the arts, Bankstreet Sch of Ed – lft msg
  • Pratt School of Library and Information Sciences, Craig MacDonald, Prof Interested in collaborating and will connect us to other Pratt profs., specifically Anthony Cocciolo who is teaching “Projects in Digital Archiving”
  • Alex Lin, http://faculty.ndhu.edu.tw/~aleck.lin/#pr
  • Karen Kroslowitz, Dir of Collections, Computer History Museum
  • EMS museum – Kristy vanHoven

People – staff, volunteers, participants, unaffiliated, possible contractors/consultants

  • board development
  • Vision Club – Walter Isaacson NEH talk & NPR interview
  • Delia Caban – volunteer, retired for now
  • MsBosh – volunteer
  • Diana Morningstar – professional databaser
  • new volunteers
    • Shalinie De
    • Jonathan Straus
  • PCGuy (Stan) – catalog team
  • Jessica Sullivan – possible consultant
  • Ekatarina in  Ontario with McMaster Online Museums
  • Roy Pea, Stanford Sch. of Ed.
  • Peter Sessions – HCLE Pioneer
  • Marvin Wisenread

Admin

  • Program Plan – updated to support operations, internal budgeting, and proposals
  • Reconciling previous budgets with current proposals
  • Dunn & Bradstreet registration and update
  • SAM registration and update
  • In search of: a volunteer accountant willing to work on non-profits that are in the midst of grants
  • In search of: an HCLE logo

 

HCLE At Living Computer Museum October 2013

Emails, phone calls, hangouts, tweets and retweets are all ways we communicate but sometimes the best thing to do is walk in the front door and say hello. That’s what I did at the Living Computer Museum on Friday (October 11, 2013). Living Computer Museum The visit was definitely worth the price of admission. The insights were thanks to conversations with the staff. The flashbacks were a bonus.

The Living Computer Museum exists thanks to Paul Allen’s philanthropy, which was greatly aided by his success developing software for that hardware. But it isn’t just an homage to Paul’s history and legacy. As is true with one of Paul’s other museums, if the equipment is there, it must be fully functional. For the Flying Heritage Museum it means the airplanes must fly. For the Living Computer Museum it means the hardware must be able to run, and the only way to prove that is to have the appropriate software. Historical and historic compatibility must be maintained.

PCs can best be understood in relation to mainframes, so the Living Computer Museum has an impressive amount of floor space dedicated to DEC, Data General, and IBMs. Living Computer MuseumThey even have an operator’s console from an IBM 360, the room-sized mainframe that I never saw but used as an undergrad. I was particularly drawn to a PDP 11/70 that was being resurrected, the type of machine that I used for years as an engineer. It was considerably smaller, about the size of a few refrigerators instead of the size of a house. An emulator box doing the same job is about the size of a small phone book, with lots of room to spare. If you are a geezer geek, drop by. They need to maintain, repair, and in some cases replace fragile components that never were meant to be used for decades. (If you have any spare RP-06 or RP-07 read heads they’ll be happy to hear from you.) Living Computer Museum

Despite my flashback moments, I was there because the Living Computer Museum has to deal with many of the same issues as HCLE. How do we sort, store, and catalog documents and software that were treated as disposable in their time? One task in particular caught our eye. We’ve been compiling lists of games, not for the games’ sake, but because games were educational tools, whether that was their intent or not. A few days ago, LCM tweeted a photo of one of their staff members steadily sorting through hundreds of games. If LCM is putting together a list of games, and HCLE is doing the same, we may find that there’s a lot of overlap. We’re not the only ones. PlayingHistory.org has not only compiled a list of games, but they also have them operating online in proper emulation environments. Want to play Oregon Trail on an Apple IIe? They can probably do that. We’re in contact with universities who have similar collections. Undoubtedly some portion of the government should have some games as well.

I was lucky enough to get an hour of the Chief Archivist’s time as she walked me through their cataloging process, database architecture, and how they network with similar institutions. I don’t have any pictures from that conversation because we were in the back room. The exhibit hall is much more colorful, and I’d rather show you that side. It is apparent that keeping track of thousands of artifacts is much more than a spreadsheet can handle. (Care to search their archives? They are online.) Proper cataloging can take years. Storing software may involve disks from back when they truly were floppies. There are also the instruction manuals, and even the boxes – especially, if the boxes provided information that wasn’t in the manuals. Manuals are rarely comprehensive. Every piece may be necessary, and must be tracked.

Living Computer Museum

After I monopolized enough of her time, I joined the visitors touring the museum. I opted for my self-guided tour because so many of the machines were familiar to me. (They even had a Newton MessagePad. I guess they don’t need mine.) What impressed me most regarding HCLE’s mission was LCM’s display of personal computers, including the Altair and early PCs. One PC was so early that its display was vertical, like a sheet of paper. Why did we ever switch to horizontal from vertical? I forgot to ask. Most of the PCs were running either graphics or games, and obviously were intended to be used. I had more fun watching people play. Living Computer Museum And realizing that they were learning, sometimes through trial and error, sometimes by asking someone for help. That has been the nature of our association with computers.

HCLE has a focus, preserving those lessons learned about how to teach and learn in that dramatically changing environment. As computers entered the classroom, teaching and learning shifted from person-to-person to somehow including a digital presence. Museums like Living Computer Museum are doing incredible work preserving fragile hardware. Some go as far as LCM in preserving software. We intend to preserve the lessons too.

This is the time for protecting such material. Little, if any of it, was produced on archival media. The tricks and traps of getting software and hardware to operate were frequently in human memory. Recording those stories and tying them to the appropriate devices and applications is a time-critical task. Those memories are passing with the people who hold them.

I am glad to have met the people at Living Computer Museum, and to have witnessed their impressive work – and to emphasize why HCLE exists and why we have a lot of work to do.

Who needs a virtual museum about old educational computing stuff?

Learning doesn’t happen in a vacuum. It builds on what was done before — or does it? Blogged by Liza Loop, Vision Keeper for HCLE

Some of you may remember the announcement of the first microcomputer kit, the MITS Altair. Others hark back to visiting the computer lab at the Boston Children’s Museum on the US east coast or the Lawrence Hall of Science on the west coast. The more geeky (now) old folks might have been among those who begged for access to their school’s administrative computer so that they could type in BASIC language games or educational simulations. In the late 1960’s and early ’70’s these were among the only ways to get your hands on a computer. Most people had no idea what they were, how to operate or program them or, most important, what impact these machines would have on our daily lives 5, 10, 20 or 40 years in the future. A few of us were concerned that those who didn’t learn to take control of computers would be controlled by them — or, more accurately, controlled by the people who controlled the computers.

Fast forward about 40 years.  “I can’t do that, the computer won’t let me,” says the customer service representative. How many times have you heard that one? And how many customers have the knowledge to retort: “Who is in charge here, the people or the computers? The computer is totally neutral. Behind it is a responsible person who specified how the programmer should make the computer respond. That’s the one I need to talk to.” Many early educational technology theorists were concerned with what both children and adults needed to learn about computers so that they couldn’t be tyrannized by the hidden person behind the machine. How did we do?

In my opinion, the road taken by computer educators led us to the subjugation of students by teachers hiding behind computers – teaching via computer very effectively and to a vastly increased audience – but teaching the same old things. Today’s much vaulted e-learning makes the masses more vulnerable to intimidation by an elite oligarchy of managers at the top of large organizations, both for profit and nonprofit. The microcomputer, which I originally saw as a Trojan Horse that was infiltrating teacher-centered classrooms and fomenting creative problem solving, has been co-opted. How did this disaster happen?

Bigger, faster, better-programmed, little computers – those same machines that help us accomplish so much and keep us amused every day – may be turning us away from independent thinking and the sense of self-determination that is so necessary for the effective democratic citizen. There’s no evil actor here. The passionate programmers that turned the early, print-out based simulations like Oregon Trail into fancy video games didn’t intend to take the most valuable lessons out of the learner experience. The colleges that grant computer science degrees to students who are marginally proficient with a narrow collection of business application programs don’t intend to be misleading either their graduates or potential employers. But don’t take my word for it. Explore the world of learning through and about computing for yourself.

Oh. You can’t find anything about computing education from 40 years ago? That’s because we didn’t have the world wide web and the information you seek isn’t online – yet. HCLE is putting it there. As we build this online museum you will be able to compare the first versions of “Oregon Trail” (or 101 other educational computer games) with their later implementations and see whether the subtle learning transmitted by using the game has changed over the years. While you’re enjoying the game aspects of these materials, our curators can suggest questions to stimulate your thinking about what kind of learning you want for yourself and the children you know.

Who need this? You do, as you find your personal path through our modern world of life-long learning. Educators (administrators, teachers, curriculum designers) need to know that there are many alternatives to video-game-like programs that will engage learners in subject matter relevant to modern work and play. Citizens need to discover that knowing how to program computers gives them a better basis for making public policy decisions and holding their legislators accountable. And besides all that, history is fun, quaint, amusing and thought-provoking. That’s why I think we need this virtual museum.

What do you think?