In a game forum I am a member of, a question was posed regarding how to incorporate ethics and morality into the game. What can be done to incorporate those things–since many games are abstracted…wargames turn units into mathematical values, etc. so that an SS unit is reduced to being …
Players are stereotypes in a banana republic responsible for voting on graft/corruption as well as whether to overthrow the president. It should not be taken seriously! Teachers should be aware of the stereotypes being parodied.
This is an RPG supplement, but its usefulness comes from its subject matter and fiction regarding the Holocaust. It is a VERY serious and intense book which provides an idea how the Holocaust can be explained/taught in alternative fashion.
Good to use during dinosaur units. Shows issues/questions regarding dino survival.
Players are time travelers trying to create a certain timeline in Earth’s history. Players can end the world, create peace, etc. Photocopying for personal use would be necessary to have more than two players playing, or else modifying the rules.
Once one is learned, the whole series is known. Players get to draw with crayons and build rails to develop railways. They then have to move trains to carry cargos to destination cities, showing where resources are and forcing players to find cities. The most useful in the series are Empire Builder (USA), Eurorails (Europe), British Rails (Great Britain), and Nippon Rails (Japan).
The computer game plays MUCH faster taking all calculations out. It would be the MUCH PREFERRED version for use in a classroom. Players buy stock in railroads and manipulate the market while developing a rail network in the Eastern United States. Completely different in style from the Empire Builder series. It is massive profits through stock manipulation, just like in 19th century America. The computer version can be saved and resumed. Boardgame version would require scrupulous students/students who stay focused when not actively participating in a turn.
Great game, relationship between resources and communities, also involves probability/odds in determination of resources. Instead of Catan, could easily call the game Settlers of Jamestown for a US History class for example.
These are books covering every conceivable military campaign of history or army of history. The value comes from the brevity of the books, the conciseness of detail, and the photographs and color artwork that accompany the text. The research behind the books tends to be first-rate as well. If not used directly or made available to students, they can supplement knowledge in areas you feel you as a teacher need help with.
Nice easy word game. The caution would be with older kids who could try and push the limits of word choices, but that is a rare problem. It is also easy to make your own cards for the game.