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Cold War Confidential:

Briefing a US President

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Welcome Educators! This is the Teacher Home Page, your one-stop-shop for everything you'll need to utilize this project successfully in the classroom. Scroll down the page to review all the detailed pedagogical information we've compiled here for you, or click on one of the menu options below to go directly to a specific section on the page.
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Short on time? Skip the scrolling, and simply click on the buttons below to be taken directly to the resources you'll need to use this project ASAP. 

Teaching Guides:

Learning Objectives, Common Core Standards, Prerequisites, Lesson Plans, Instructions, Materials, Assessment Methods/Worksheets, Modifications for Different Timing Options

Code Word Keys:

Each level within the game requires a unique code word to be unlocked. You must provide your students with the code words for them to advance throughout the game. The Code Word Key can be found in the Teaching Guides as well.

Citation Guides:

Comprehensive guides citing the research, sources, documents, and pictures used to create each historically accurate text adventure game. (Chicago style citations)

Supplemental Reading Lists:

Suggested materials for further reading. (Featuring academic sources verified by historians)

Quick Links
about the project
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Cold War Confidential is a public history project featuring an interactive, digital, text adventure gaming experience. Acting as the US President, students will analyze top secret documents and attempt to resolve a Cold War crisis in real time using the gaming platform, Quest. Cold War Confidential was created to be used in conjunction with high school and college level history curricula. A basic understanding of the Cold War is required for this project to be utilized successfully. The learning objectives of this project are twofold:

1. Students will learn how to analyze declassified historical documents using best practices.

2. Students will learn about the nuances of American foreign policy, diplomacy, and decision making during the Cold War by critically engaging with different historical crises. 

About the Project

How the site Works

Hover over the "Choose A Crisis" tab at the top of this page, to select a crisis from the drop-down menu. On that page, students will be presented with:

- background information about the President that handled the crisis

- context about the Cold War situation at that moment in time

- relevant American foreign policy

-information about the crisis itself

Next, students will review a completed example of how to analyze a historical document. This sample document can be used as a guide for students later on, as they attempt to analyze their own documents within the game. 

Finally, the students will be briefed on the crisis situation. Once students are comfortable with their objectives, and they understand how to play, a new browser window will open, so that they can play the game in Quest, whilst referring back to the site as needed. 

On the bottom of each crisis page is a list of suggested reading materials, in case a student would like to learn more about the crisis. There is also a citations section. This section includes the sources used for all the images and information on the page, as well as a comprehensive citation guide for all of the materials and documents included in the game itself.  Everything is cited in the Chicago bibliographic style.

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How the site works
how the game works

How the game works

Game Setup:

You are the President of the United States, living in 1960's Cold War America. Your administration must handle a foreign policy crisis that is developing rapidly. As the crisis unfolds, you will be briefed with new information from a variety of sources. Analyze the sources in order to make informed decisions… the fate of the world depends on it.

Goals and Objectives:

As the President, you have several goals within the game:

  • Resolve your Cold War crisis peacefully

  • Ease tensions with the Soviet Union

  • Contain Communism and spread Democracy

  • Support your NATO allies

  • Maintain the National Security of the US

  • Gain respect and project strength as a leader

  • Protect the global reputation of the US

 

Watch the Game Tutorial Video:​

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

How do I progress through the game?

Each crisis has 6 stages, levels, or "rooms." In order for you to progress to the next room, you must interact with the one mandatory source inside each room. This might involve analyzing a document, participating in a conversation, answering questions, or listening to a news report. Once you do so, complete any reflection questions your teacher may have assigned. Then, your teacher will give you a unique code word to unlock the next room. You cannot progress unless given the correct code word. 

What's in The Archives?

For each stage of the crisis, there is one mandatory source that you must interact with in order to progress to the next stage of the game. However, there is additional content embedded at each stage, located in a menu dubbed "The Archives." The Archives contain secret files with information that isn't strictly necessary to know, but that we thought you'd find cool, weird, or fun. Exploring all the files in The Archives is not required, but they were designed to enhance your experience, so we encourage you to check out the ones that interest you.

How do I interact with the game?

Quest is a text adventure game. It is a style of video game that was popular in the 1980's, during the end of the Cold War. When you start the game, it will display an introduction screen, where it will give you instructions on how to play through the first stage. Then it is up to you to type a command into the prompt box- the game will not do anything until you give it a command.

In order to give it a command, you must type something into the prompt box at the bottom of the screen. You can type anything you want to in the box, but the game is designed to recognize certain commands with certain keywords. In order to interact with the game, you must type a command with a recognizable verb and a recognizable object. For example,

Let’s say the game reads,

Your cabinet meeting is over. It’s time to go to the Press Office to meet with your advisors. 

You should then type into the prompt box any variation of the commands,

Go to the press office.

In this example, the key verb is go, and the key object is the press office. If the game does not recognize a command, it will tell you so, and you should vary your wording and try again.

How do I win the game?

There is no way to "win" this game. The objective is to simply progress through the 6 stages and resolve the crisis by reaching the "Game Over" screen. 

What happens when I make a mistake?

There is no way to fail at this game, and there are no grades or scores. The game also does not keep track of the number of attempts you have tried. However, you can accidentally change the course of history- for better or for worse. If you make a mistake, or answer a question incorrectly, you will have created an alternate timeline, and two things might happen. 1) You might reach a "fail state" screen, which is the game letting you know you've made a mistake, or 2) the game will try to steer you towards the correct answer. In either instance, all you have to do is try again- there is no limit to the amount of attempts you have. The game will always let you know when your choices have deviated from history, and you will be continually guided towards the accurate version of history.

 

Here is a silly example: let's say you are playing as President Eisenhower, and the game asks you if you'd like a soda. You type in the command box, "yes." Unfortunately, the correct answer is "no," because perhaps the real Eisenhower never drank soda before lunch. The game will probably respond to your mistake with, "Are you sure you'd like a soda? The President isn't fond of sugar in the mornings."  You'd then get another chance to answer the question. This time you'd choose "no," and continue playing. 

When does the game end?

The game will end after you have progressed through all 6 stages, or "rooms" of your crisis. The game will let you know when you have finished by displaying a "Game Over" screen. 

How long will it take to play the game?

Each room is designed to take 10-30 minutes to play, depending on how long you spend analyzing the mandatory source, and how long you spend exploring The Archives. Additional time may be spent answering reflection questions, discussing with group-mates, or completing worksheets as assigned by your instructor. 

Did this really happen? Is the game historically accurate?

All of the information is real, and the games are historically accurate. Some of the sources are genuine, however others were created based upon real events and conversations that took place in history. Creating certain sources was necessary from a design standpoint in order to move the game narrative along at a fast pace, condense important information, and to spare you from having to read hundreds of documents. All of the sources that were created are based upon extensive research, and the way in which the crisis plays out in the game is historically accurate. The citations guide at the bottom of each crisis page explains exactly which  sources are genuine, faithful, or fictional. 

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Teaching guides And the Code word key

These teaching guides were designed specifically for instructors who wish to use this project for distance learning. 
  • They feature step by step instructions, modifications for lesson plans, learning objectives, assessment methods, common core standards, sample reflection questions, and more. 
At the bottom of each teaching guide is the CODE WORD KEY. 
  • The game is designed to lock after each level,  so that the students can’t progress to the next level without entering a specific code word into the command box. These code words are different for each level, and they can be found in the CODE WORD KEY.  

  • We designed the game in this way for several reasons:

1) it forces the students to check in with you at certain checkpoints, so that you can ensure that they are actually reading and interacting with the game, rather than simply bypassing the material to get to the end of the game.

2) it allows you to set the pace, pose reflection and discussion questions, and ensure that everyone is at the same stage within the game so you can debrief them as a whole.

  • If you assign this project as homework, you must give the students the CODE WORD KEY so that they can play the game on their own.

  • Click on the buttons below to access the teaching guides and their corresponding CODE WORD KEYS. 

Teaching Guides
curriculum and standards

Curriculum and standards

Curriculum Considerations:

 

This project largely follows the Historical Thinking Skills standards set forth by the American Historical Association (AHA). It also follows the content standards and skills guidelines recommended by the UCLA National Center for History in the Schools and the Common Core State Standards. High school history curriculum requirements were also incorporated by looking at the current frameworks for Massachusetts, Connecticut, and New York.

The AHA maintains that there are 5 standards of historical thinking that students should be learning in their history classes. They are as follows:

  1. Chronological Reasoning

  2. Historical Comprehension

  3. Historical Analysis and Interpretation

  4. Historical Research Capabilities

  5. Historical Issues and Decision Making​

 

Chronological Reasoning: Students should be able to…

  • distinguish between past, present, and future.

  • analyze patterns of historical change and continuity.

  • recognize cause and effect relationships.

  • identify how events take place over time.

  • read and interpret a timeline.

Historical Comprehension: Students should be able to…

  • avoid present day thinking to understand the context of an event.

  • evaluate how historical events were shaped by the unique circumstances of time and place.

  • contextualize how and when their primary sources were created.

  • understand the factors that contributed to an event, how the event transpired, and what happened as a consequence of that event.

Historical Analysis and Interpretation: Students should be able to…

  • understand that history is not self-evident, and that multiple perspectives of the past are possible.

  • understand that history is an ongoing dialogue among scholars.

  • compare and evaluate the major historical debates and arguments.

  • understand the interpretative nature of history.

  • differentiate between historical facts and interpretations.

Historical Research Capabilities: Students should be able to…

  • develop focused questions and conduct historical inquiries.

  • obtain historical data by gathering multiple sources of information representing a wide range of views presented in diverse formats and media.

  • know the difference between primary and secondary sources.

  • evaluate the credibility, accuracy, and bias of each source by analyzing how the author, purpose, background, point of view, or historical context may have influenced its narrative.

  • determine the central ideas and key information contained within a source. 

  • understand the strengths and limitations of different types of sources.

Historical Issues and Decision Making: Students should be able to…

  • understand that our sense of the past shapes our sense of identity today.

  • understand the ongoing cultural debate over the “right” history by analyzing their interests, values, and perspectives.

  • synthesize key comments and claims made on all sides of an argument.

  • organize information and data from multiple sources to compose an argument.

  • cite specific textual evidence to support an argument.

  • clarify, verify, deconstruct, and challenge ideas and conclusions based upon strength of reasoning and evidence presented.

  • Evaluate the implementation of a decision by analyzing the interests it served, costs and benefits for various actors, and the power, position and priorities of those involved.

  • respond thoughtfully to diverse viewpoints and promote divergent and creative perspectives.

  • Determine what additional information is required to deepen the investigation.  

Historical Document Analysis Standards:

The historical analysis sample documents utilized in this project were created using an amalgamation of many guidelines and standards, including those of the National Archives, the Library of Congress, the American Historical Association, the University of Iowa, and William & Mary. The sample documents are essentially meant to serve as an introduction to the "best practices" of historians when analyzing sources. They consist of a core group of questions that students should keep in mind while reading and analyzing historical documents. A sample document and answer key is presented on each page of this site for students to reference throughout the lesson. 

Historical Document Analysis Template Questions:

1. Is this a primary or secondary source?

2. When was this document created?

3. Who created this document? What do we know about the author? 

4. Who was the intended audience? Who might have read this document? 

5. How reliable is this document, and how credible is the author? Is the document or the author biased in any way?

6. What is the author talking about in this document? What is the purpose of the document? What information can be gleaned directly from the text?

7. What is the historical context? What was happening in history when this document was written? What do you need to know about the time period for this document to make sense?

8. What information, if any, can be learned from this document indirectly? 
 

Pedagogy and genre

What is Game-Based Learning?

 
Game-Based Learning (GBL) can be described as an environment in which specific problem scenarios with clearly defined goals are placed within a game play context. Game play then enhances the attainment of content knowledge and skills through activities that involve problem solving, challenges, and achievement.

Flight simulators are a great example of GBL. Pilots are commonly trained on flight simulators, and are able to practice (and fail) in a low-risk environment until they can accomplish specific goals. In this scenario, learning to fly a plane using a game (simulation) is much more effective than learning by reading a textbook.

Thus, the main idea behind GBL is that of active learning, and it can be applied in teaching any subject. The same principles apply in every game-based learning experience: students work towards a goal, choosing actions and experiencing the consequences of those actions. By playing the game, they are actively practicing the right way to do things, rather than passively learning from a lecture or a textbook.

 

The two central components of GBL are that of learning outcomes and the debriefing process. GBL works best when it is tied to specific learning goals and outcomes. It is imperative that the instructor discusses the academic purpose and learning goals of a GBL experience with their students before allowing them to play the game. Similarly, the instructor should build debriefing time into their lesson plan, in order to maximize the full potential of GBL. Debriefing, or post game analysis, allows students to gain feedback on their game-play results, and reflect on their performance. GBL studies have shown that immediate feedback increases students' motivation, and helps improve their retention rates.  

What is debriefing and why is it so important for Game-Based Learning? 

Debriefing is the post-game process by which students are encouraged to collectively reflect on the game they just played, and turn the experience into learning. In fact, most of the actual learning associated with educational games occurs from the debriefing process, rather than from playing the game itself. Ideally, a game-based learning (GBL) experience begins with students playing a game, but it ends when an instructor facilitates an in-depth discussion about what was learned from the game. Debriefing is a chance for instructors to:

  • untangle the factual and fictional elements of the game

  • fill students in on the aspects of the game they might have missed

  • provide clarity and answer questions

  • acknowledge the challenges students may have faced

  • re-affirm how the game supports the learning outcomes discussed

Debriefing plays such an integral role in GBL design, because it gives instructors the chance to make sure that the virtual experience of the game was “correctly embedded,” through post-game analysis. More often than not, the debriefing process takes more time to complete than the game itself, because students enjoy discussing what they have just experienced.

The debriefing process has been built into the design of this project from the beginning, and sample guidelines and questions are included in the teaching guide provided on this site. Ideally, however, each instructor should design their own debriefing process, based upon what their desired learning outcomes are. (The same game could be used by different educators for different educational purposes.)

 

What are the distinctive features of Game-Based Learning?

Game-Based Learning (GBL) changes a student’s mindset. Suddenly playing become learning, and learning becomes fun. One of the goals of GBL is for students to enjoy the process of learning. GBL is founded in flow theory, which states that a player loses track of time when an activity is driven by pleasure rather than by external rewards. Similarly, sociocultural theory argues that learning takes place when it is social, active, and situated. GBL is beneficial for students, because they are able to:

 

  • Explore the content from new social roles or a different point of view.

  • Build an emotional connection to learning and subject matter.

  • Learn through meaningful discovery.

  • Experiment and test new ideas.

 

Indeed, GBL is focused on “learning by doing,” rather than “learning by being told.” GBL depends upon interaction- the students must play the game for the game to work. This unique power dynamic boosts learning in several ways:

  • Agency. GBL allows students to feel empowered. They get to make decisions in regards to their own learning, and in most traditional educational environments, students don’t get many chances to be in charge.

  • Ownership. As a student learns throughout the game, they gain much more ownership of the material, which improves retention.

  • Growth. GBL encourages a growth mindset. Students know that to become better at a video game- you have to practice at it. The same mindset applies to GBL- the more challenging the game, the more you should play it.

  • Low-Risk Failure. GBL provides a safe environment for failure. It can be hard for students to fail in a public setting like a classroom. Games give them a chance to fail, learn from your mistakes, and try again.

Other benefits of Game-Based Learning include:

  • Achieving small goals throughout the game makes students feel as though they are progressing.

  • Students learn about the relationship between tactics and strategy, by taking small steps that lead to a final end result.

  • Nonlinear game narratives help students become more confident, independent thinkers, and encourage them to learn the value of alternative paths.

  • The competitive nature of gaming boosts learning motivation.

  • Students gain a sense of achievement when solving problems and dealing with challenges.  

Why is Game-Based Learning particularly effective for teaching history?

 

Many students find history class “boring,” and “useless,” and much of this can be traced to the problematic ways in which history is taught in the classroom. The traditional methods of teaching history fail in that, 1) there is too much emphasis on rote memorization of facts and dates, and, 2) history is presented as a collection of unchangeable facts that have no modern-day relevance.

In the 21st century, history is more relevant than ever- but it’s no surprise that students fail to see its importance. In a world dominated by search engines- memorizing facts is a waste of time. For example, knowing that the Korean War ended on July 27, 1953 is no longer necessary- one Google search will tell you as much. Similarly, history as a discipline is very text-heavy, it involves the extensive reading of documents, which can become a tedious exercise for students who grew up playing on their parents’ iPhones.

Regardless- history still matters, because in studying history, students develop essential skills like critical thinking, textual analysis, and academic writing. They also gain the ability to detect bias in an argument, and to conduct in-depth scholarly research. All of these skills are applicable in virtually any field, and they are vital in successfully navigating the digital landscape of the 21st century.

History is a subject particularly suited to benefit from Game-Based Learning (GBL) for two simple reasons. First, history is fundamentally about stories. Thus, it is a perfect candidate for GBL, because at the heart of every game lies a strong story-line. History provides the content and the narrative, and GBL provides an engaging environment in which students can practice key skills. The second reason is that GBL enhances the learning of “21st century skills,” which aren’t often emphasized by traditional methods of instruction, which value standardization, passing or failing, and having just one correct answer. In contrast, 21st century skills involve 3 core ideas:

  1. Critical thinking: decision making, problem solving, scientific reasoning, and systems thinking.

  2. Creativity: originality, divergent thinking, innovation, and learning through risk-taking and failure.

  3. Communication and Collaboration: flexibility, compromising, shared responsibility, working effectively with diverse groups.

Many of these 21st century skills can be easily applied in the history classroom. These skills encourage students to question the world around them, and that is one of the fundamental pillars of being a successful historian. Thus, using modern technology, GBL encourages students to see history from a fresh perspective, which can makes learning the actual content seem more interesting and relevant.

How prevalent is Game-Based Learning in American classrooms?

 

Despite the fact that technology has become commonplace in America’s classrooms, Game-Based Learning (GBL) is still absent from the majority of lesson plans. One estimate found that less than 10% of American teachers are using GBL experiences in their classrooms. There are a couple of reasons for this:

  1. The American education system is notoriously slow to change.

  2. GBL experiences cannot be created in a couple of days. They require time, money, interdisciplinary collaboration, and extensive beta testing to be designed correctly.

  3. Open-Source technology that can be utilized to create GBL experiences is still relatively new, and requires a certain level of proficiency in computer programming.

  4. GBL as a concept is also quite new- it emerged in 2001 from Marc Prensky. There has been a recent flurry of scholarly research surrounding the merits and possibilities of GBL, but it will not be implemented on a wider scale until scholars provide definite proof that GBL is a verified approach to education.

 

This being said, in the past decade, America’s classrooms have embraced technology to a certain extent- laptops, iPads, and tools like Blackboard, Google Drive, and PowerPoint are commonplace nowadays. However, most of this technology has not affected the fundamental ways in which teachers teach or students learn. Reading from the textbook and taking notes from lectures are still the main ways in which information is regurgitated- from the whiteboard to the notebook to the exam paper. Although many teachers are now incorporating materials like online quizzes into their curriculum- this technological application is not the same as Game-Based Learning. Many “games” being utilized in classrooms today are nothing more than memorization drills- the online quiz format does not engage students any more than old-fashioned flashcards do.

Many scholars predict that GBL will become prevalent in American classrooms in the next decade, because online games have become a part of everyday life, especially for younger students. Students today are comfortable with the game play format, and preliminary research has shown that, when compared to more traditional methods of learning, GBL:

  1. Is preferred by teachers, because it enhances academic performance (retention of content and attainment of skills) more effectively.

  2. Is preferred by students, because it is fun, engaging, and challenging.  

 

Thus, it is reasonable to assume that online games will become integrated into educational curricula in the coming years.

What were the design considerations of this Game-Based Learning experience?

The design process behind Cold War Confidential was informed by the most recent scholarship on game-based learning. The foundational principles that shaped our project design include:  

 

Educational Considerations:

  • Meet curriculum requirements.

  • Meet core standards.

  • Identify specific goals and learning outcomes.

 

Pedagogical Considerations:

  • Instructors must identify clear rules and goals.

  • Students must understand how the game supports their learning objectives.

  • Students must be given adequate time to practice their new skills in different contexts.

  • Students must be given adequate time for new knowledge to be retained.

  • Instructors must create an environment that encourages reflection and critical thinking, rather than memorization.  

  • Instructors must lead the debriefing process after the game, and give students adequate time to reflect upon what they have learned.

 

Design Attributes:

  • Balance: the game must not overwhelm the content and vice versa.

  • Fantasy: “real life” consequences do not apply, thus lessening the risks of failure.

  • Integration: the game must stimulate affective and cognitive dimensions.

  • Immersive: the student should be absorbed by the gaming experience.

  • Interactive: the progress of the game depends on the actions of the player.  

  • Story: a compelling narrative must drive the game.

Player Elements:

  • Challenge

  • Conflict

  • Interest

  • Emotional engagement

  • Agency: the player should have the ability to exert control over the game.

  • Customization: there should be different ways of approaching the game.

  • Ability to fail: students are allowed to fail, learn from their mistakes, and try again.

  • Feedback: when a student does fail, they should receive immediate feedback as to why they failed, and what they must do to succeed next time.

  • Assessment: students must be debriefed after the game to to allow them to reflect and assess what they have learned from playing the game. This assessment can be achieved in a variety of ways, including homework, quizzes, focus groups, or in-class discussion.

 

Were teachers, students, or academics consulted in the design process?

Yes! This project was designed by a Northeastern History graduate student and a Computer Science undergraduate. We acted as beta users, before soliciting feedback from our Digital Humanities committee. We also designed feedback questionnaires, and received suggestions from over 40 beta-testers, including:

  • Undergraduate professors who teach Cold War History

  • Graduate professors who teach American History

  • Public Historians and Museum Professionals

  • Public and Private High School teachers who include the Cold War in their curricula

  • Undergraduate students (some of whom major in History, some of whom major in STEM subjects)

We will continue to revise and update the project based upon the recommendations of other educators who wish to utilize this resource.   

pedagogy and genre
disclaimers

Disclaimers

Who created the project?

This project was created by two Northeastern University students, Carly Quinn, and Gitonga Waigwa. Carly is a graduate of the Public History Master's program at Northeastern, and she completed this project as a part of her Digital Humanities certificate. Carly's academic specialty is Cold War espionage, and you can find more information about her credentials and experience on her personal website by clicking here. Gitonga is an undergraduate Honors student in the Computer Science and Gaming Design programs at Northeastern. He served as the lead game designer on the project, and received an Honors Research Award for his work. 

How were the games created?

The games were created using a platform called Quest. Quest is an open source software that allows you to create interactive text adventure and story games. The software behind Quest is powered by a complex scripting language, but requires no coding or programming knowledge on the part of the game designer. We chose to create our games on Quest for several reasons. First, documents, images, sounds, and videos can all be embedded into Quest games. Second, Quest comes with a lot of narrative building features, such as the ability to lock/unlock rooms, the ability to hide and customize objects within rooms, and the ability to create counter-variables and fail-safe states. Third, the documentation and tutorials in the Quest forum are incredibly detailed, and designers are able to modify the HTML code through the back end of the game if they wish to. Most importantly, Quest's licensing agreement allows us to share our games freely without restrictions. For more information on Quest, click here

Are all of the sources real?

All of the documents in the template examples are real. They are cited at the bottom of each page. Within the game, all the information is real and historically accurate, however there is a mixture of genuine and fictional sources. Even if a source is fictional, it was informed by extensive historical research, real events, and real documents, all of which are cited in the citation guides created for each game, which can be found with the page citations. The citation guide contains a table that explains the difference between genuine, faithful, and fictional designations for each source in the game. It is also structured in chronological order and lists all the sources used for each room using Chicago style citations. Creating certain sources was necessary from a design standpoint in order to move the game narrative along at a fast pace, guide the students to the critical information, and condense the information found in a complex array of archival sources.  We also felt that students would prefer listening to a radio broadcast, talking to a presidential aide, and reading a couple documents over the alternative, which would be to read hundreds of documents that minutely record the history of the crisis. 

How were the documents chosen?

The documents featured in this project were carefully selected. Some of the guiding criteria included:

- Is this document in the public domain? (copyright considerations)

- Is this document relatively new to historians, i.e. has it been recently declassified?

- Does this document provide insight into significant national security decisions at the time of the crisis?

- Can this document be read and understood in 5-10 minutes? 

- Is the information in this document clear and concise?

- Does this document contribute to students' understanding of the Cold War atmosphere in general?

 

Are the documents cited?

Yes! The citations for each historical document  used in this project can be found at the bottom of each page of this site. (For example, all documents used in the U2 Spy Plane crisis will be cited at the bottom of the corresponding U2 Spy Plane page.) All of the sources in the game are cited within the game's corresponding citation guide.

The documents were compiled from:

the Office of the Historian's Foreign Relations series

- the Digital Archives of the Presidential Libraries

- the FOIA database in the CIA's Virtual Reading Room 

- the Digital National Security Archive from GW University

Was accessibility a design consideration?

Yes! Accessibility is one of the core components of the Digital Humanities field, and it was a recurring conversation in our design process. This project consists of a website and several text adventure games. These platforms are by their very nature accessible to students with motor and cognitive disabilities, for several reasons: 1)  the game is controlled by typing simple phrases on a keyboard, 2) there is no speech input required, and 3) the game's pace is dictated solely by the player- a player can spend as long as they like at each stage.

 

This being said, we are aware that our initial prototype isn't as accessible as it could be, and we are currently collecting beta user feedback from the disabled community. In the future, we are planning on creating an "accessible" version of the game, in which students have the option to utilize additional features such as color formatting, text sizing, subtitles, and interactive tutorials. 

frequently asked q's

Frequently asked questions

How can I use this project in my classroom?

This project can be used in a variety of different ways, and it is ultimately up to you to decide. The teaching guides offer a number of adjustments and modifications in terms of utilizing this in your classroom. Basically, this game has 6 rooms, and each room takes about 1 full class period (40-50 minutes) to complete. You are welcome to complete this as an in-class activity for 6 class periods, assign the rooms as homework, or do a combination of both. Whatever ways in which you choose to assign this project, be sure to allow your students ample time to discuss and answer reflection questions. Game-Based Learning experiences work best when students are allowed time to reflect on their gaming experience and debrief with others. It is also more enjoyable for the students to play the game in pairs, or in small groups. This gives students the opportunity to collaborate on their choices within the game, and to discuss what they are learning as they go. Similarly, because each group might choose to explore different Easter Eggs, students will probably be very eager to share their experiences with their classmates. Facilitating a lively class discussion at the end of the gaming component will allow students to share their specific experiences, any mistakes they made, and how they went about solving the crisis. This end-of-class debriefing period will also give instructors a chance to emphasize what was learned and to draw attention to key points or themes.  

How much information do my students need to have already learned about the Cold War before they can use this project successfully?

The exact prerequisites for each game can be found in the teaching guides. This project is most effective when used as a supplement to Cold War history curricula. This project is not meant to act as an introduction to the Cold War. It is meant to demonstrate the nuances of US foreign policy during the Cold War, and to show how dangerous political missteps could be in an atmosphere in which nuclear war was always looming. It should be used after your students have a thorough understanding of topics such as nuclear warfare, mutually assured destruction, the space race, the eastern v. western bloc, communism v. capitalism, and the US v. the Soviet Union. 

 

How long will it take for my students to complete this activity?

It depends. For each crisis, it will take students about 5-10 minutes to read through the historical context and the template portion of the site. They will then progress onto the gaming activity. This activity has 6 stages, or "rooms." Each room contains 1 mandatory source, and several optional Easter Eggs. The rooms themselves are designed to take about 10-30 minutes to complete. The rest of the time varies depending on how intimately the students discuss, engage with, and explore the game with their group-mates. Each room should take about 1 full class period (40-50 minutes). Thus, it would take about 6 full class periods to complete the entire game. More information on timing can be found in the teaching guides. 

How were the crises chosen?

Each crisis chosen involved the direct participation of the US President, and the decisions of the President directly impacted and influenced the outcome of the crisis. The crises chosen demonstrate the fact that the US President had tremendous power and responsibility during the Cold War, and that his actions reverberated across the globe. 

How should I cite this project?

This project should be cited using the Chicago style bibliographic format. Please see the example below. 

Author's Last Name, Author's First Name. "Name of Webpage." Name of Website. Name of Publishing organization, date of publication. date of access. URL. 

Quinn, Carly. "U-2 Spy Plane Crisis: Briefing President Eisenhower." Cold War Confidential: Briefing a US President. Northeastern University, 2020. Accessed 2/5/2020. https://www.coldwarconfidential.com/

getting started

Getting Started

Click on the Choose a Crisis tab at the top of this page to explore the 2 crises, or click on the links below.

May 1, 1960

hotlines.jpg

To be taken to the Student homepage, to experience how your students will be introduced to the project, click the button below.

citations

Citations

Curriculum Considerations Sources:

“Historical Thinking Skills.” American Historical Association. https://www.historians.org/teaching-and-learning/teaching-resources-for-historians/teaching-and-learning-in-the-digital-age/the-history-of-the-americas/the-conquest-of-mexico/for-teachers/setting-up-the-project/historical-thinking-skills

Gary B. Nash and Charlotte Crabtree. “Introduction to Standards in Historical Thinking.” UCLA History Public History Initiative: National Center for History in Schools. 1996. https://phi.history.ucla.edu/nchs/historical-thinking-standards/

“Common Core State Standards for English Language Arts & Literacy in History/Social Studies, Science, and Technical Subjects.” Common Core State Standards Initiative. June 2, 2010. http://www.corestandards.org/wp-content/uploads/ELA_Standards1.pdf

Jeffrey C. Riley. “2018 History and Social Science Framework.” Massachusetts Department of Elementary and Secondary Education. June 26, 2018.  http://www.doe.mass.edu/frameworks/hss/2018-12.pdf

Dr. Diana R. Wentzell. “Connecticut Elementary and Secondary Social Studies Frameworks.” Connecticut State Department of Education. February 2015. https://portal.ct.gov/-/media/SDE/Social-Studies/ssframeworks.pdf?la=en

“New York State Grades 9-12 Social Studies Framework.” New York State Education Department. January 2015. http://www.nysed.gov/common/nysed/files/programs/curriculum-instruction/ss-framework-9-12.pdf

 

Historical Document Analysis Sources: 

“Document Analysis Worksheets.” National Archives. December 18, 2018. https://www.archives.gov/files/education/lessons/worksheets/written_document_analysis_worksheet.pdf

“Teacher’s Guide: Analyzing Primary Sources.” Library of Congress.  http://www.loc.gov/teachers/usingprimarysources/resources/Analyzing_Primary_Sources.pdf

“Understanding How Primary Sources-Visual and Textual- Were Produced.” American Historical Association.  https://www.historians.org/teaching-and-learning/teaching-resources-for-historians/teaching-and-learning-in-the-digital-age/the-history-of-the-americas/the-conquest-of-mexico/for-teachers/understanding-how-primary-sources-visual-and-textual-were-produced

“How to Read a Primary Source.” The University of Iowa, College of Liberal Arts and Sciences, History. https://clas.uiowa.edu/history/teaching-and-writing-center/guides/source-identification/primary-source

“Reading and Writing about Primary Sources.” William & Mary, Arts & Sciences, History. https://www.wm.edu/as/history/undergraduateprogram/hwrc/handouts/primarysources/index.php

Pedagogy and Genre Sources:

Zina Alaswad and Larysa Nadolny. “Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning.” Journal of Educational Technology Systems 43, no. 1 (July 17, 2015): 389-402. https://journals.sagepub.com/doi/abs/10.1177/0047239515588164?journalCode=etsa

Kelli Anderson. “Game-Based Learning is Changing How We Teach. Here’s Why.” EdSurge. February 4, 2019. https://www.edsurge.com/news/2019-02-04-game-based-learning-is-changing-how-we-teach-here-s-why

Gavin Cahill. “Why Game-Based Learning?” The Learning Counsel.  https://thelearningcounsel.com/article/why-game-based-learning

Ronan Lynch, Bride Mallon, and Cornelia Connolly. “The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History.” International Journal of Game-Based Learning, 5, no. 2 (April 1, 2015).  https://go-gale-com.ezproxy.neu.edu/ps/i.do?id=GALE%7CA429883269&v=2.1&u=mlin_b_northest&it=r&p=AONE&sw=w

David Crookall. “Serious Games, Debriefing, and Simulation/Gaming as a Discipline.” Simulation & Gaming 41, no. 6 (Dec. 2010): 898-920. https://journals.sagepub.com/doi/pdf/10.1177/1046878110390784

“Digital Pedagogy- A Guide for Librarians, Faculty, and Students.” University of Toronto Libraries. June 18, 2019. https://guides.library.utoronto.ca/c.php?g=448614&p=3505475

Meihua Qian and Karen R. Clark. “Game-Based Learning and 21st Century Skills: A Review of Recent Research.” Computers in Human Behavior 63 (Oct. 2016): 50-58. https://www.sciencedirect.com/science/article/pii/S0747563216303491

Kuan-Cheng Lin and Yu Che Wei. “Online Interactive Game-Based Learning in High School History Education: Impact on Educational Effectiveness and Student Motivation.” 2011 Fourth International Conference on Ubi-Media Computing, Sao Paulo, Brazil. https://ieeexplore-ieee-org.ezproxy.neu.edu/document/5992084

 “Game-Based Learning, Best Practices.” University of Toronto Libraries. June 18, 2019. https://guides.library.utoronto.ca/c.php?g=448614&p=3507705

Accessibility Sources:

Barrie Ellis, Gareth Ford-Williams, Lynsey Graham,"Basics." Game Accessibility Guidelines. http://gameaccessibilityguidelines.com/why-and-how/

 

Situation Room Image:

"Situation Room Empty Meme Generator-Imgflip." https://imgflip.com/memegenerator/96913597/Situation-Room-Empty

Classroom Gas Mask Drill Image:

Linton Weeks. "Living in the Atomic Age: Remember These Images?" NPR: The Pictures Show. March 17, 2011. https://www.npr.org/sections/pictureshow/2011/03/17/134604352/images-of-the-atomic-age

Nuclear Missiles in the Marine Headlands Image:

"Nuclear Reactions: Atomic Diplomacy at the Marin Headlands." National Park Service, Golden Gate. November 6, 2019. https://www.nps.gov/goga/learn/education/nuclear-reactions.htm

John F. Kennedy I Attack Carrier Image:

"John F. Kennedy I, 1968-2009." Naval History and Heritage Command. October 1, 2019. https://www.history.navy.mil/research/histories/ship-histories/danfs/j/john-f-kennedy-cva-67.html

Direct Communications Link Room Image:

"Washington-Moscow Hotline: Direct Communications Link (DCL)." Crypto Museum. September 3, 2018. https://www.cryptomuseum.com/crypto/hotline/index.htm

Underground Command Post II Image:

"The Nuclear Vault Photo Gallery." The National Security Archive, George Washington University. https://nsarchive2.gwu.edu//nukevault/gallery/image04.htm

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