General
information
Mission
US: A Revolutionary Way to Learn History
Players can choose between:
Mission
1: For Crown or Colony
Mission
2: Flight to Freedom
I played Flight to Freedom. In this game I
took on the role of a 14 year old
slave in Kentucky. As Lucy, I embarked on a
journey to Ohio to seek freedom.
My journey was broken into five parts:
Part 1: Behind the Big House
Part 2: Runaway
Part 3: Free and Not Free
Part 4: Gathering Forces
Part 5: New Times New Troubles
In each part, I was challenged to make decisions. In
my quest for freedom I
usually had three or four decisions to choose
from, multiple times. Should I
put my family first, or myself? I earned badges
based on decisions I made.
At times I struggled with deciding whether to sabotage
the Plantation I was
on, play it safe, or make decisions that were true to my
strong willed
character, choose acts of resistance. I discovered
there were no right
choices but quickly learned some choices were tied
to consequences.
Play Flight to Freedom to learn if Lucy (you) will ever be
free.
Analysis based on Flow Theory
o
Task that the learners can complete
§ Learners are
required to make decisions throughout the course of the game. The tasks are
attainable.
o
Ability to concentrate on task
§ The
ability to concentrate on the task might be learner dependent. Learners may
find it difficult to concentrate on the task due to the length of the game, and
learner’s interest level in the games mission.
o
Task has clear goals
§ Learners
will find the task to be straight forward; make decisions (that do not result
in consequences) in order to secure freedom from slavery.
o
Task provides immediate feedback
§ As soon
as the learner makes a selection from the options of decisions available,
immediate feedback is given via print. Learners know right away if their
decision results in a reward or consequence.
o
Deep but effortless involvement
§ Learners
will find that choosing a certain decision is based on events, various environments,
and characters they encounter on their journey to freedom. Processing explicit
information provided via print concerning events and the environment, and
dialogue from the characters could be viewed as deep. Some decisions determine
whether or not consequences for self or others occur. After reading decision options, a simple click
of the mouse to make a choice is all that is needed. Learners will find this
aspect of involvement effortless.
o
Exercising a sense of control over their actions
§ Since
learners make their own selection from the decision options available, learners
will experience a limited sense of control over their actions. Greater control
would be realized if learners were not limited to having to choose one of the predetermined
decision options. If learners were free to make their own decisions, they would
have a greater sense of control over their actions.
o
Concern for self disappears during flow
§ Again, I
feel this is learner dependent. Personally, I was frustrated during game play
therefore my concern for self was apparent. I originally made decisions based
on the character description of Lucy and did not successfully complete Part
1. I replayed Part 1 and made decisions
atypical of Lucy’s character description and was able to complete Part 1 successfully.
I thought I had the decision making process figured out as I began to play Part
2. Again I failed to be successful. In
order to play Part 3 I had to replay Part 2 successfully. This was another
source of frustration that contributed to my sense of self during flow.
o
Sense of duration of time is altered
§ Perhaps
this is learner dependent as well. My experience as described above made time
crawl. I became impatient and lost
interest in completing all game parts.