Gold Rush!
Authors: Cathy Arreguin, Robin Orloski |
|
Overview
| Instructional Objective | Learners
| Context | Scope | Object
of Game | Design Details
Competing Products
| Motivational Issues | Design
Process | References
Overview
Gold
Rush! is a simulation game based on the California Gold Rush experience.
It is conducted in the 3-D virtual reality platform of Second Life, which
allows the players to interactively "change" the structure and
outcome of the game. By using this interactive platform, students are
able to stake claims, claim jump, experience risks and rewards, create
entrepreneurial businesses and develop social relationships. Students
form mining teams and work together to acquire the maximum amount of gold
in the time allowed. In addition, all players must complete mandatory
tasks prior to the end of the game in order to qualify as a winning team.
Choices they make as a team allow them to move closer to successfully
winning the game. It was envisioned that students use this tool to enhance
the classroom learning about the intricacies of life during the gold rush.
Instructional Objective
After playing Gold Rush!, players will more clearly understand and describe:
- Both the risks and rewards of prospecting during the early part of
the California Gold Rush and the effects of the Gold Rush on settlements,
daily life and the physical environment.
- How the Gold Rush transformed the economy of California, including
types of products produced and consumed, changes in towns and economic
conflicts between diverse groups of people.
- Immigration and migration to California during the Gold Rush, including
the diverse composition of those who came, the countries of origin and
their relative locations, and conflicts and accords among the diverse
groups.
Learners
This 3-D virtual reality game is best suited for students in the 4th-5th
grade in conjunction with study of California history, specifically the
Gold Rush. Students that are not familiar with the various aspects of
the Gold Rush are still eligible for play, although potentially at a disadvantage
if playing with students that have learned the specific content.
Context of Use
During study of the California Gold Rush, students would participate
in the virtual reality simulation game at school during classroom hours.
Students will form virtual teams within the environment, but play an individual
character that is a part of that team. Since part of the educational aspect
of the game is to "experience" the environment of the Gold Rush,
it is important that students be able to directly participate. In addition,
the social interaction of all of the characters is important to the interactive
element of the game and would be more difficult if students were participating
at different times. The game is designed to be played by multiple players
within the classroom at the same time for best effect. Therefore, if the
game is to be played in the classroom, it would need to be equipped with
a minimum of one computer for each pair of students. However, it would
be more effective for each student to be able to access a computer individually.
A computer lab that will accommodate all of the students is a great choice
as well. The computers will need to meet minimum specifications of the
game environment, which are found on the game web site. Prior to the entering
the game, students need to complete the identified California Gold Rush
curriculum so that they have preexisting knowledge that will be valuable
during game play. The students will play for a total of five one-hour
sessions. During and after game completion, the classroom instructor will
conduct group discussions about the play that occurred, including successes,
challenges, obstacles, thoughts and feelings. Although the game will be
played over several sessions, after the tasks have been completed by the
players and a winner has been determined, play will end. It is meant to
be part of a unit of study rather than an ongoing game.
Scope
Gold Rush! is designed to be played as a multi-player game in a classroom
or computer lab setting. It is intended to host up to 30 players at one
time for five one-hour sessions of play. The content will focus primarily
on California state standards relating to the California Gold Rush, specifically
the interaction, successes and failures in the gold fields. It will not
incorporate the issues involved with travel to or from the gold fields.
The main setting of the 3-D environment is maintained in one large area
that is designed to replicate the terrain of California in the mid-1800s.
The terrain is subdivided into a town with buildings (both currently owned
and available for lease), land designated as claims and characteristic
landmarks. Although each player is a member of a larger mining team, each
of them can move freely about the environment, participate with certain
interactive features (like collection of gold nuggets, risk scenarios,
creation of objects, rental of land, etc.), and complete tasks as determined
through team meetings.
Object of the Game
Working in teams of 3 or 4 students, each team uses knowledge they learn
before and during the game to gain the most gold in five one-hour sessions.
The winner is the team that has collected the most gold, completed all
tasks and arrived on time to the final event in the last session.
Design Details
Gold
Rush! is a game set in the 3-D virtual reality Second Life world. After
learning basic information about travel to and life during the Gold Rush,
students participate in five one-hour sessions of play in the virtual
Gold Rush environment. Each student is assigned a detailed 3-dimensional
digital body, or avatar, that has the historical look and specific characteristics
of a person that lived during the time period of the California Gold Rush.
Three to four students are randomly assigned to work together on a mining
team and given a brief introduction to the playing environment of Second
Life. The interactive playing environment in the Second Life realm is
based on the geographical visual representation of the California landscape
during in the mid-1850's. Students are able to converse using an instant
messaging system that is hosted within the virtual environment. Over the
course of five one-hour sessions, student teams work to complete tasks
that incorporate essential aspects of life during the Gold Rush and collect
as much gold as possible.
Characters (Avatars)
Each student is assigned one of several different authentic characters
available to students prior to beginning the game. Each character has
a background with prearranged clothing and a specific set of characteristics.
The
student must read the character's biography and try to adhere the character's
personality and action traits during the course of play. Although all
of the characters are readily identifiable, at least one or more student
will also be assigned the role of Bandit. The Bandit is the only role
that is not identified immediately to the rest of the players. It is in
the player's best interest to uncover the Bandits and in the Bandits'
best interest to keep their identity unknown. The teacher acts as the
Alcalde, or Mayor, by being a mentor in the virtual world. In addition
to answering specific questions, the Alcalde also encourages experimentation,
redirects learning and mediates disputes. Sample characters are described
below.
- Alcalde (Mayor) John Geary: Fire
destroyed most of the city. It broke out at Dennison’s Exchange
on the east side . Fire spread to surrounding buildings before the bucket
brigade could be formed. Fifty buildings were destroyed, and the fire
caused much damage. This was known as the first Great Fire. Mayor Geary
organized the crowd which pulled down buildings with ropes to stop the
fire.
- Miner Melvin Paden: (From an actual letter) In 1849,
young Melvin left a wife and two little children to try to find some
gold that would make his family's life better. A good man, he wrote
this letter to his wife: "Jane, I left you and the boys for no
other reason than this - to come here and procure a little property
by the sweat of my brow so that we could have a place of our own, that
I might not be a dog for other people any longer." Melvin's biggest
desire is to get back home with enough money to own his own land and
give his family a better life.
- Butcher Phillip Armour: When he heard of the gold
in California, Phillip Armour left his New York butcher shop and walked
the whole way across the country to the gold fields! Phillip used his
skills to eventually open a meat shop in Placerville to serve the miners.
People needed his meat and he made much more money in his meat shop
than he ever did prospecting for gold. After the gold rush, Phillip
took his money and opened a meat packing plant in Milwaukee, Wisconsin.
It is still in business today!
- Craftsman John Studebaker: After he came to the gold
fields, John found that miner's had a real need for wheelbarrows to
transport all the ground they were digging up. John had a special skill
that most of the miners didn't have. He could make wheelbarrows! Soon,
he was making much more money making and selling wheelbarrows than his
friends were prospecting for gold. After the gold rush, he went back
to Indiana. Eventually, he and his descendants used the money he made
in the gold rush to open one of the first automobile factories. Their
cars were named "Studebakers".
- Californio Joaquin Murieta: Born and raised near
the gold fields, Joaquin saw his beloved spanish-speaking California
turn from peaceful cattle ranches to one of the busiest places on earth
in a very short time. People from many countries could be found here,
each speaking their own language and following their own customs. Eventually,
one in every four miners was from a foreign country. At first, most
people got along, but soon, people became prejudiced against each other
and started to become violent towards other ethnic groups. Joaquin became,
at first concerned, and then angry, when a $20 a month foreign miner's
tax was put into law. The law said that he was a foreigner even though
he was born there! Joaquin decided to take back what he felt was unfair.
He became a bandit and robbed people of their cash and gold dust. Eventually,
he was caught and killed.
- Former Slave Nancy Gooch: Nancy Gooch was a slave
until just before the gold rush. In the gold fields, she found many
opportunities to make money washing and cooking for the miners. She
eventually made enough money to free her son, who was still a slave.
After her son moved to California, they continued to live near Coloma,
the place where gold was first discovered. Eventually, her son owned
the land where Sutter's Mill stood. In the 1940's, he sold it to the
state of California for a State Park.
- City Dweller Joseph Wood: Joseph was typical of the
many city dwellers that tried to make their fortune in the gold fields.
Being from the city, Joseph wasn't skilled in using a rifle, riding
a horse or in working hard with his hands - all skills that he would
need to survive. One out of every five miners was dead within six months
- either from disease, starvation, accidents or violence. For Joseph
to survive, he'll need to develop those skills and a network of skilled
friends.
- Sailor Samuel Baker: As his ship docked in the San
Francisco harbor, teenage sailor Samuel Baker noticed many abandoned
sailing ships in the bay. He soon heard the stories of gold in the hills
nearby. He had a split second decision to make: make the return voyage
back to England and his family or jump ship and try his hand at finding
a fortune. On impulse, Samuel dove overboard and left his ship without
crew members enough to sail. No one knows what happened to Samuel.
Beginning Inventory
Prior to entering the virtual environment, mining teams are assigned a
beginning inventory of virtual items including the following: Original
clothing, 1 tent, 4 blankets, randomly assigned amount of starting gold/money
for each player, claim stake flag for each player and a set of information
cards.
Orientation
Once the players enter the virtual environment, a basic orientation is
conducted by the Alcalde at the central meeting place in town. Players
are taught basics, such as walking, chatting, picking up/moving objects,
searching for information, exchanging gold for money at the bank and locating
the Alcalde for questions or concerns. Players are taught enough information
to get them started without overburdening them. At this initial meeting,
players are given their first task.
Goals of the Game
As players collect more knowledge about the Gold Rush and the
intricacies of the game, a winner is determined by the following completed
items:
- Complete all tasks
- All gold is exchanged and safely deposited in bank
- Inventory is accounted for and packed up
- Team arrives dressed and on time for final event
Team Meetings
Once team members have identified themselves, they are required to meet
as a group in class prior to logging into the game each session. In each
meeting, the team will discuss the prior session's successes and challenges.
It is important for the team to establish final steps required for incomplete
tasks and come to a team decision about how to proceed towards completion.
In addition, the team is issued a new task for which they must establish
a plan of action that will be taken to complete the task during the session.
Each session requires at least one or more of the team members to attend
a social event. The assignment is indicated on the task card. Once the
assignment of members is determined, the team needs to formulate a plan
for making sure that the members are present and ready to participate
in the social event. During the team meetings in the classroom, the teacher
circulates through the student teams asking guiding questions to help
them learn how to strategically plan for events that might face them during
the game.
Tasks
Individual players and teams are required to complete tasks during each
session. The tasks help players identify key learning experiences and
structure the session in a way that keeps students engaged and focused.
The first two tasks are performed by individual students prior to meeting
their mining teams. The rest of the tasks are performed either be individuals
in conjunction with team decisions or by the entire team. Task cards are
viewed before play begins. After viewing the information about the upcoming
task and social event, teams hold team meetings outside of Second Life
play to plan a strategy for completing unfinished and newly assigned tasks
and attending the event to gain additional information and win extra gold.

The following are the tasks to be completed by the end of the fifth session:
- Task #1: Upon entering the
game, your first task is to locate the General Store and attend the
town meeting for an orientation of the game. It can be tricky
to find things if you are not familiar with the territory and are not
sure how to move your character. Look for signs and follow directions.
- Task #2: You have been assigned
to the RED TEAM. You know your team assignment, but you don’t
know your team members. Locate your team members, conduct a team meeting
outside of Second Life to discuss the social event and return to Second
Life to explore the environment for rest of the session.
- Task #3:
Each team member must stake a claim and collect at least one
piece of gold during the session. Use the information you have learned
about the procedure people used to legally stake a claim. Look for hints
and clues in the game to help you. Don’t forget to conduct
a team meeting outside of Second Life before play begins. You will need
to discuss how your team members will stake claims, collecting gold
and how to communicate or make decisions as a team while the game is
in play.
- Task #4: The tasks for this
session are to deposit any gold your team has collected in the bank
and build your team's mining camp from items in inventory. Each
deposit at the bank is rewarded with an item for your inventory. Items
can have multiple uses. Be sure to allow some time to experiment using
your newly acquired items. Remember, you want to build a mining camp
that is not only functional, but as comfortable as possible.
Social Events
Social events are required as a way to initiate and encourage
information sharing. Each event is set up and moderated by the Alcalde
in a central meeting place. Players are invited to the event with an invitation
card that appears on the screen when they login for play and then gets
saved in the inventory. Players are able to win additional gold when the
social event involves a competition.

The following are the social events for the five different sessions:
- Event #1: You are invited to
a horseshoe throwing competition with some of the other town members.
Practice up and join us just outside the General Store at 1:00 p.m.
for food, fun and games. The winner receives 3 gold nuggets for his/her
team!
- Event #2: You are invited to
a Bunko tournament. Bring your dice to the Feed Store at 1:00 p.m. for
food, fun and rolling dice. The winner receives 5 gold nuggets for his/her
team!
- Event #3: You are invited to
a town meeting to discuss a big issue about which everyone has been
talking. This is your chance to speak your mind hear other's thoughts
and ideas.
- Event #4: Come to the hoe down
tonight! If you've got a bandanna, tie it on. Join us for a square dance
at 1:00 for the final event.
Information Cards
Players begin the game with a set of basic information cards
that provide hints about information that can be found in the game. As
players progress through the sessions, additional information cards are
planted throughout the playing environment. Players are encouraged to
stop and gather information that might help them with future issues or
tasks.
Risk Cards
During the game, individual players are randomly presented with
Risk Cards in the first half of the session. Risks are both positive and
negative. Players must read and follow the directions on the card. The
following are examples of possible risks that might occur.

Positive Risk Cards:
- Kind neighbor shares medicine with you. Get one medicine card.
- You receive a letter from home. You feel happier and more energetic
for days. (Avatar able to move and work faster)
- Friend gives you shovel for your birthday. Go to store for a free
shovel!
- You start a vegetable garden. Your produce is in demand. Receive $50
from the bank.
- Somebody likes you! Pick up a free pie next time you visit town.
- EUREKA! You just doubled your gold! Next time you grab some gold it
will double!
- Find a gold nugget! Collect $25 from the bank.
- You just struck serious gold! You found 10 gold nuggets. Go to the
bank and cash in!
Negative Risk Cards:
- Lose money in a game of cards. Head to town and pay $50 to the bank.
- Cholera outbreak. Go to town to see the doctor or use a Medicine Card.
(Avatar is unable to walk - team will have to assist)
- Sick of eating beans. Go to town and pay $5 to eat a meal at a restaurant.
- Rising river water swamps your claim. Pay $20 to have it pumped.
- Someone stole your shovel when your back was turned. Head to town
and buy another, unless you have an extra...
- Gold pan has a hole in it. If you don’t have an extra, go buy
a new one.
- Caught a cold standing all day in an icy stream. Too weak to pan,
pay the doctor $5 for medicine or use a medicine.
- Lose money playing cards. Pay $50 to the bank.
- You are out of firewood and it is getting very cold. Go to town and
pay $5 for more wood.
When a risk is negative, especially in the case of an illness, the avatar
may experience "physical" effects and be unable to continue
on in the game without taking care of the illness. In those cases, the
player will need to seek assistance from his or her team members.
Game of Chance
As was common in the Gold Rush days, players are given an opportunity
to play a game of chance with the possibility of winning more wealth or
losing money, possibly everything. The location of the game of chance
is next to the bank. Players are able to withdraw money from the bank
and take a chance on getting rich. The player decides on the amount of
money to chance and inserts it into the chance machine. After pressing
the "Take a Chance" button, the machine randomly assigns a win
or loss to the play. Winning and losing amounts are automatically deducted
from the player's account.
Game Play
Session #1: Getting started with information and teams
- Task #1 assigned - Locate the General Store
- Once all students have arrived at the General Store, the object of
the game is established: be the team with the most gold at the end of
the game.
- Each player is assigned to a mining team, but not told who other team
members are
- Task #2 assigned - Locate the other members on your
mining team, conduct team meeting outside of Second Life to discuss
social event and return to Second Life to explore the environment for
rest of the session.
- Social Event occurs at the end of the session.
- NOTE: General Store has valuable information if players chose to pay
attention
Session #2:
- Team meets in classroom to evaluate previous session, read task card
and determine plan of action for play during session.
- Task #3 assigned - Each team member must stake a
claim and collect at least one piece of gold (no specific how-to instructions
are given to the players. However, in the Gold Rush unit, they have
learned the basic steps).
- Event #1: You are invited to
a horseshoe throwing competition with some of the other town members.
Practice up and join us just outside the General Store at 1:00 p.m.
for food, fun and games. The winner receives 3 gold nuggets for his/her
team!
Staking a Claim:
- Choose claim from map
- Obtain marker from claim
- Go to Assay Office to exchange marker for claim stake flag
- Travel to the claim
- Stake the claim with the player's flag
Gold Collection:
Purchase
a pan and a pick (attempting to grab gold tells player that a pan/shovel
is needed in order to grab it)
- Gold nuggets randomly appear in a claim
- Each claim will have a different rate of gold nugget return
- Player must be present to "grab" the gold
- Giant gold nuggets represent a larger amount
- Gold piles up if not present, however, another player may "jump"
the claim and steal the gold nuggets
- If player discovers that a claim is not profitable: (1) causes
him/her to jump other claims or (2) figure out another way to earn
money
- Gold must be taken to the bank and deposited before it can be
used
Session #3
- Team meets in classroom to evaluate previous session, read task card
and determine plan of action for play during session.
- Task #4 assigned - Deposit gold in the bank and build
the team's mining camp from items in the inventory.
- Players are able to play the "Game of Chance" once they
have made the first deposit and withdrawal in from the bank account.
- Event #2: You are invited to
a Bunko tournament. Bring your dice to the Feed Store at 1:00 p.m. for
food, fun and rolling dice. The winner receives 5 gold nuggets for his/her
team!
Depositing Gold in the Bank
- May only deposit once time per session
Rewarded
with object for inventory upon each deposit
- Object can have multiple uses including: being able to copy it,
sell it, transform it
Building the Mining Camp
- Shelter out and set up
- Tools in inventory are out and arranged
Session #4
- Team meets in classroom to evaluate previous session, read task card
and determine plan of action for play during session.
- Complete Tasks #3 and #4.
- Event #3: You are invited to
a town meeting to discuss a big issue about which everyone has been
talking. This is your chance to speak your mind hear other's thoughts
and ideas.
Session #5
- Team meets in classroom to evaluate previous session and determine
plan of action for final session.
- Social event and closure to game
To win the game a team must do the following:
- Exchange and deposit all gold in the bank
- Complete all tasks as a team
- Inventory is accounted for and packed up
- Team arrives dressed and on time for final event
- Event #4: Come to
the hoe down tonight! If you've got a bandanna, tie it on. Join us for
a square dance at 1:00 for the final event.
- Alcalde reviews the assets and completed tasks for each team.
- Presentation is made by the Alcalde to the winning team
- Students wrap up session in class with a discussion about the experience.
User Manipulable Variables
In order to keep the game highly interactive, players are able
to create or manipulate objects within the environment. For instance,
when a player makes a deposit to the bank, he or she receives an item
for the team inventory. Sometimes, the items are decorative and serve
no purpose. Other times, the items may have one obvious use and multiple
other uses if the player experiments. If a player is given a set of logs,
they may be used as firewood when a risk card is presented telling the
player he or she must visit town to purchase more wood. If manipulated
properly, wood can also be used to build furniture or buildings, or even
whittled to form specific tools. If a player determines that his or her
claim is not profitable, the player may decide to build a business based
on items that he or she has learned to manipulate in a meaningful way.
Some of the items that may be obtained and manipulated:
- Wood logs
- Food: Bread, biscuits, dried fish, dried ham,
eggs, cheese, bacon, rice, molasses, sugar, oysters
- Drink: Water, tea, coffee
- Clothing: cotton material, wool material, shoes,
shirt, pants, skirt
- Tools: knife, axe, pick, gold pan, hammer, nails
- Cooking utensils: pan, spoon, ladle, bowl
- Eating utensils: fork, spoon, plate, bowl, cup
- Land
- Rope
- Gold rocker
- Horse
Building
rental
- Bigger tent
- Blanket
There are many decisions that must be made by both individual players
and teams. Decisions that are made will often change the course of the
game for all players. When a player decides to create a store or business,
the way other players spend time or money has the opportunity to change
as well. In addition, players are able to choose how often they check
their claims, visit town and how to structure the workload within their
team.
Technical Elements
Gold Rush! is designed to be played with the entire class playing
together simultaneously. Therefore, it is important that each participant
have access to a computer with Internet connectivity. If the classroom
does not have an adequate number of machines, plan to reserve the computer
lab for each session. If necessary, see if you can borrow time at computers
in other classrooms. Using headphones, students could play the game from
any location as long as they are playing at the same time.
Computer: As the online environment is cross-platform, you can use either
Mac or PC to participate in the Second Life experience. Please see specific
technical requirements for either version at http://secondlife.com/whatis/sysreqs.php.
Since the game is actually web based, the platform specific software is
primarily used to initiate the login process and for visual assistance
with the virtual world.
Software: Each computer must be loaded with the
20 Mb Second Life desktop client that acts as an updateable viewer. This
allows the player to login and view the online environment and content.
The SL client can be downloaded from http://secondlife.com/.
Internet Connection: Each computer must have access
to the Internet via high speed connection (DSL/cable).
Platform: Second Life is a 3-D persistent space
virtual world designed and maintained by the players. Players have the
ability to create 3-dimensional content and collaborate with partners
in real time. Changes that players make to the environment are visible
and accessible to all players.
Content: All content, including visual and audio,
is streamed in real-time at DSL/cable modem bandwidths. Players can even
share video as long as it is converted to the Quicktime format. Built-in
proprietary scripting tools (Linden Scripting Language) allow players
to add behaviors and special effects to any objects that are created.
Players can add texture, through imported .jpg or .tga files, and audio,
in the form of .wav files, to created content. In fact, players can even
create games within the game of Second Life. Many have created ARGs, simulations
or casino style games in which other SL players can participate.
Competing Products
Gold Fever (TryGames): Gold Fever
is a puzzle style game that allows players to learn more about
the Gold Rush as they earn money. It is basically a two-dimensional computer
game that has players solve puzzles as they flip coins to make matches.
There is strategy, but nothing in the way of a true simulation. www.trygames.com.
Gold
Miner Joe (MacJoy): Gold Miner Joe is a jump and run action computer
game. Although it does deal with gold mining, it is not specific to the
California Gold Rush. Players use strategy to get to the gold by moving
through various levels and avoiding deathly obstructions. www.macjoy.com.
Gold Rush (Spintop): Players attempt to help Jack the
Gold Miner find gold by clicking on groups of
3 or more blocks. Clicking on a group of 3 pieces of gold allows a player
to go to the next level. No simulation, purely 2-D puzzle playing. www.spintop-games.com
Fievel's
Gold Rush (Hokus Pokus Games): Fievel, a young mouse, is on a
six-level adventure as he sets tries to locate scattered pieces of a treasure
map. An enemy, evil Cat Malone, has abducted Fievel's family in exchange
for the map, which supposedly leads to an abandoned gold mine filled with
gold. Although the title references the Gold Rush, there is no indication
that any of the game actually spends time on the historical aspect of
the California Gold Rush. It seems to be a 2-D activity in which players
use a method similar to jump and run to collect pieces of the map and
avoid enemies.
Yukon Trail (Learning Company): Players journey across
land and see to stake
a claim. They make decisions as they move along the trail, facing risks
and discovering history and geography of the trail. This has similarities
to our game in that it places players in various risk situations where
they must make decisions. However, in our 3-D e-game, players actually
play out the risk in an authentic setting. Most of the game for the Yukon
Trail is played along the travel route, where as Gold Rush! play occurs
after the travel is complete and the traveler has arrived at the gold
fields. It does include historical characters and knowledge that is relayed
during the game. Educationally, this is one of the closest competitors.
Gold
Rush (Sierra): Jerrod Wilson, a newspaper editor living in Brooklyn
Heights, New York, receives a letter in 1848 from his long lost brother,
Jake, which confirms that gold has indeed been found in the West. Jerrod
decides to go to California to seek his fortune. All of the reviews of
the game say that the information is historically accurate and educationally
sound. Since its release in 1988, it has not been updated, so the graphics
are fairly simplistic compared to the complexity of the Second Life platform.
There are real challenges, though not in a highly interactive format,
do provide real learning experiences related to the topic. //www.adventuregamers.com/article/id,524
Cariboo Gold Rush (BC Heritage): Cariboo Gold Rush is
an online adventure
game. While the information is highly educational and historically correct,
the game itself is a 2-D environment that doesn't hold much interest compared
with the Second Life environment. It does present a series of challenges
in which players make decisions that affect the outcome of the play. However,
they are screen shots that move the players along with each decision rather
than an actual "video game" type of situation. Although it does
cover many similar Gold Rush scenarios and issues, it is based on the
Canadian Gold Rush rather than the California Gold Rush. Similar to the
Gold Rush game developed here, Cariboo places risks in the path of the
players. They are forced to make decisions that affect play.
Motivational Issues
Gold Rush is an interactive historical simulation offering multiple levels
of motivation appealing to individual learners. Taking into account documented
gender and personality motivational differences, this game draws heavily
on Malone & Lepper's key motivational concepts of challenge, curiosity,
and fantasy. In addition, both cooperation and competition are used in
task completion and goal attainment.
An age-appropriate level of challenge has been designed for players
as they role-play different typical characters present during the California
Gold Rush of 1849. An end goal is immediately introduced, with proximal
goals presented and completed during each play session, thereby providing
frequent performance feedback. Hidden, helpful information in the form
of informative objects and signs is present in many forms throughout the
game to reinforce and reward player curiosity and initiative. Player interest
is sustained as the final outcome is uncertain until the end of the final
session.
Gold Rush has been designed in Second Life, allowing for an empowering
learning environment, rich in sensory stimuli and dependent of the responses
of the players; both important aspects of sensory curiosity. Task and
goal completion are completely dependent on player interaction with the
environment and in social interactions with other players.
Finally, this simulation uses a fantasy environment that draws the player
in on several levels. Students are able to identify with a virtual physical
environment familiar to them from their studies of the California Gold
Rush. They are also able to draw on previous experience with video or
computer game environments in general. These cognitive aspects of fantasy
allow them to pair their past experiences with new knowledge they gain
during game play. Perhaps even more powerful are the emotional aspects
of fantasy present in the game. Upon first log-in, players are given characters
to assume. Based on actual personalities and personality types common
in the Gold Rush, these characters come with back stories, occupations,
and in many cases, motivations with which the player can identify. Through
these characters, individual players vicariously experience the types
of fortune or misfortune common in that historical environment.
Although players are assigned specific characters, major tasks are completed
as mining teams. These endogenously cooperative situations take place
both on a continuing basis throughout the course of the game, and on a
smaller scale during each session. At the end of the final session, all
mining camps (teams) come together in a last mining camp celebration which
culminates in public recognition of the winning team.
Design Process
We were both part of a team that had just finished designing a board
game about the California Gold Rush experience. As we discussed possible
subjects for our e-game, we were both intrigued with investigating whether
we could take the board game simulation ideas we had and translate them
into a Second Life environment. We recognized that the travel aspect was
beyond the scope of one simulation and chose to focus our design on the
actual Gold Field experience of most prospectors.
Using the structure of play from our board game, we began to examine
each element for suitability in the new environment. We began with the
idea of students playing as individual miners. As we considered this,
we found a similar simulation idea where players were assigned to mining
companies or camps. We both felt this more accurately reflected the nature
of the prospecting experience and capitalized on the interactive social
nature of Second Life. We also realized that the synchronous play of the
simulation required additional tasks or activities to occupy the players
between major game events.
At this point, we both continued to identify additional key URL resources
and collaborate frequently through email and phone calls. Robin began
to research and design specific tasks representative of the 49er experience.
Cathy began to research and develop in-game objects, environments and
scripted items that would implement those task ideas. We also researched
similar games and web-based simulations designed for a fourth grade audience.
As our design progressed, we received feedback from a number of sources.
Our classmates and instructor reviewed our design and offered helpful
suggestions. As a result, we rethought our idea of having students have
their mining team meetings in-game. Instead, we redesigned our tasks so
that they received information on the next session at the end of a session.
In this way, players could discuss in class their strategies for the upcoming
session, thereby maximizing their computer time. We also solicited feedback
within the Second Life environment. Using educational contacts made through
the group "Real Life Education in Second Life", we presented
our design and development ideas to a few instructional designers for
their opinions. One Second Life player, an instructional designer from
Australia, verified that our idea of a modified Money Tree to approximate
the random finding of gold in a specified area, should work in theory.
In addition, we contacted several builders within Second Life who were
happy to donate historically accurate objects they had made. Finally,
within Second life, we scouted environments and resources, built and photographed
a prototype general store and mining camp.
We were constrained from actually play-testing our game for two major
reasons. One, the creator of the Money Tree script, which we had hoped
to modify, was currently taking some time away from the game and unable
to give us modify permission. Two, our game was designed for nine and
ten-year-olds; an age group currently not supported by Linden Labs, creators
of Second Life. Linden Labs has recently developed a Teen Grid for players
age 13-17. In the not-to-distant future, we wonder if an educational simulation
interface very similar to Second Life might be available for younger players.
Because we had worked together on a previous projects, our communication
and division of labor went smoothly. Our reflections centered mainly around
both the Second Life environment and culture. We were both impressed by
the content creation capabilities offered in Second Life. Within a short
period of time, we were able to either create, modify or buy items we
needed to prototype our ideas. We were also impressed by the generosity
of players willing to help out "grad students doing a project."
In general, people were eager to offer objects, assistance and point the
way towards everything we needed. At the same time, we both faced a sharp
learning curve to sufficiently master enough skill within the Second Life
environment to complete our tasks. Cathy's willingness to buy land on
which to build greatly helped us develop our resources.
We found during this design that we worked best through frequent phone
conversations as a way to clarify and crystallize ideas and concepts.
As distance students, we were both used to emailing documents. However,
in this case, actually talking through the documents and ideas worked
most efficiently and led to more interactive brainstorming. We also capitalized
on our strengths as we divided tasks for completion. We benefited from
meeting as our avatars in-game and together, exploring some of the resources
available to us. Finally, we took advantage of the unique social culture
of Second Life in making helpful relationships.
References
Electronic
- Angelfire (2005). Annotated bibliography. Retrieved November, 2005
from http://www.angelfire.com/pro/af_historyday/bibliography.html.
- Boettcher/Trinklein Television Inc. (1997). The gold rush. Retrieved
November, 2005, from http://www.pbs.org/goldrush/teacher.html.
- Bookhandler (2005). California gold rush simulation. Retrieved November,
2005, from http://www.bookhandler.com/ctp2.html.
- County of Los Angeles Public Library (2001). Ten commandments. Retrieved
November, 2005, from http://www.colapublib.org/libs/rosemead/commandments.html.
- Game2play (2005). Gold rush. Retrieved November, 2005, from http://www.gameflash.com/en/17/gold_rush.html.
- Heritage Branch, Province of British Columbia (2001). Cariboo gold
rush. Retrieved November, 2005, from http://cariboogoldrush.entirety.ca/site/en/index.php#.
- Kidport (2004). Life of a forty-niner. Retrieved November, 2005, from
http://www.kidport.com/RefLib/UsaHistory/CalGoldRush/lifeof49er.htm.
- Most Significant Bits (2005). Yukon trail. Retrieved November, 2005,
from http://www.nothingbutsoftware.com/catalog_type.asp?ProductCode=9195.
- Revolutionary Worker Online (2005). Blood on the gold. Retrieved November,
2005, from http://rwor.org/a/v21/1040-049/1042/gold2.htm.
- Second Life (2005). Second life. Retrieved November, 2005, from http://www.secondlife.com.
- Wiegand, S. (1998). The california gold rush: An era remembered. Retrieved
November, 2004 from http://www.calgoldrush.com/part1/01overview.html.
- Unknown (2005). The soldier's respite. Retrieved November, 2005, from
http://69.10.163.110/suesgoodco/respite/.
- Unknown (2005). The gold rush simulation. Retrieved November, 2005,
from http://home.surewest.net/class/grsim.html.
- van Es, M. (2005). Gold rush! Retrieved November, 2005, from http://www.adventuregamers.com/article/id,524.
Special Thanks
- Dave Talamasca for creating the gold rocker and mining tools
- Ryan Linden for providing the "Coleman" tent that was modified
to miner's cabin/general store
- Squagmire Stravinsky for the SL guidance based on Real World experience
and for answering questions concerning the viability of certain concept
implementation ideas within the SL environment
Return to the Final
Project Table of Contents.
Last updated December 19, 2005
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