Simulation Game Analysis: Stop
Disasters!
Stop Disasters! is produced by ISDR
(International Strategy for Disaster Reduction) for the purpose of educating
children to the risks of disasters. In the event of a natural disaster, ISDR
believes children are at a greater risk for calamity. For this reason, ISDR
feels that by teaching children about disaster risks early, children will have
a better chance of survival.
In the wake of a natural disaster do
you know what preventive measures can be taken to make the environment safer
and lessen the destruction? Visit http://www.stopdisastersgame.org/en/home.html.
to play the game Stop Disasters! for yourself! Stop Disasters! will challenge
you to plan and implement measures that are necessary to protect the population,
community, and environment from tsunamis, hurricanes, earthquakes, floods, and
wild fires. Whether you choose to play the easy, medium or hard difficulty
level, be prepared to assess disaster risk, in order to minimize damage. Expect
to receive advice, but be wary, you will have to decide whether it is good or
bad advice. Did I mention you have limited time and money at your disposal to
assess, plan, and implement safety measures before the natural disaster
strikes? Reporters will write about how well you prepared for the disaster and
how well the population, community, and environment withstood the natural
disaster under your watch. Good Luck to you as you play Stop Disasters!
Stop Disasters! would appeal to
students with a converging learning style. According to Kolb, the converging
learner can solve problems and will use their learning to find solutions to
practical issues. Converging learner’s ability to solve problems and make
decisions will serve them well in Stop Disasters! where decision making and problem
solving is required to minimize damage to a community, population, and
environment situated in the path of an impending natural disaster. Interesting
enough, although the converging learner is less interested with people it is
their ability to make sound decisions and problem solve that would ultimately
help to save lives. Taking the converging learning style into consideration, it
seems appropriate to set decision making and problem solving skills as
objectives.
Game components for Stop Disasters! are
as follows: Challenging Goals, Interaction, Rules, Amusement and Raise
Awareness. I was hard pressed to find any components that were weak. If you are
wondering how being successful at minimizing damage to a simulated community,
population, and environment as a result of sound decision making and problem
solving skills be considered amusing, you are probably not alone. In the gaming
world, amusement refers to motivation and engagement. Since Stop Disasters!
offers three levels of difficulty as well as five different natural disaster
scenarios to choose from, coupled with decision making and problem solving
opportunities, a high level of interaction, clear rules to follow, and
challenging goals players find themselves highly engaged. Therefore students playing
Stop Disasters! would be actively involved, motivated, and as a result would
find the game amusing.
Since I teach first grade a lot of
frontloading would have to take place before Stop Disasters! could be
integrated into my classroom. To activate background knowledge, I would
introduce the concept of natural disasters through read alouds. Additional
opportunities to become familiar with the topic would be provided by: providing
access to informational texts about each of the five natural disasters so students
could read about them in the classroom, student conducted research via the
internet, and educational videos/dvd viewing. After the initial informational
gathering phase, writing a class “All About” book collaboratively would follow.
The book may focus on one of the five natural disasters, or include all five
disasters. It may be best to choose only one of the natural disasters to write
about together, to allow for groups or individual students to write their own
“All About” book. The writing phase would follow with discussions about why it
is important to learn about natural disasters, as well as brainstorming ways to
minimize damage to the community, population, and environment. Information
would then be gathered, read, and discussed concerning prevention of damage.
Additional research could take place at this point. For example one preventive
measure that can be taken to lessen the impact of a tsunami is to plant
vegetation in shallow water, on the beach, and in the grass. Knowing what type
of vegetation to plant is key. Learning about different building materials used
for construction and knowing how to choose the best site for building placement
is also important to prevention. Integrated into this section would be the need
to know the cost involved in implementing preventative measures under budgetary
constraints. Comparing how their parents need to budget in order to provide
food and clothing to budgeting for preventative measuresin the event of a
natural disaster would provide a bridge to this concept. At this point students
would be introduced to the game through modeling. The use of an interactive
whiteboard would be needed for large screen projection. The sheer volume of
concepts needed to understand before actual game playing would take place would
require gradual concept introduction through multiple phases. Alterations to
budget and preventive measure cost values would be adjusted. For example,
instead of $50,000 to spend I would change it to a value comprehendible to
first graders: $5.00. Once these steps were achieved, I would play the game.
When decision making is required in choosing preventative measures to implement
I would employ the advice of students. Students would be required to use
knowledge gained from the information gathering and writing phase to support
their decisions. To encourage collaboration, table groups would be required to
work together to suggest and support their decisions and advice. Because
implementation of preventive measures must take place during game play, and ongoing
discussion would be occuring, repeated game playing would have to take place
before a game could actually be completed in entirety. After repeated game
playing through modeling, gradual release would take place. Students would be
paired to play the game together. Eventually, students would be given the
option to play the game independently.
Note: These are ambitious plans for
integrating Stop Disasters! into a first grade classroom. I would anticipate
this initial plan may have overlooked critical components and processes. I
would also anticipate the frontloading phases, information gathering phases,
and writing phases to take months to complete. It is realistic to expect the
game playing phase may not occur until January or February if not later. It
might be more developmentally appropriate to implement this plan after several
months of the new school year has past. Perhaps waiting until January or
February may be the most appropriate time frame for implementation.
You get the "wonder teacher" award. I could not believe how well you managed to make Stop Disasters a first grade learning experience. I have been avoiding Kolb's learning styles because I couldn't really find them appropriate for kids who are developing the personalities. However, your analysis was really helpful.
ReplyDeleteI thought it was great that you were able to think of how to use this game for first graders. This makes me think I could use this also for my lower level ELL students. If I were to present it the way you state you would do it for the first graders I think it would work for my kids too.
ReplyDeleteYou had great ideas! Thank you!