Tag Archives: Teletype Machine

The Pre-History of RPGs – in education?

Rob MacDougall recently posted a pre-history of roleplaying games that thoroughly describes its origins in far greater detail than my previous post on early war gaming and Wild West roleplaying. Studying Wild West roleplaying simulations in Second Life I’ve continuously asked myself where this pattern of behavior came from, and why people represent themselves in specific ways while roleplaying. Rob wrote the following:

There was a vogue for simulation gaming at this exact moment much bigger than the wargaming hobby we all think we know. Yeah, there were the wargamers. But there was also, at just this time, a surge of interest in using simulation games, role-plays, and similar exercises in education. A little digging in education libraries turns up literally hundreds of simulation games for use in elementary, high school, and university classrooms—and they all date from the same era.

I have a big heavy tome in front of me. Two tomes, actually: the Handbook of Social Education Simulation Gaming, published 1972. It contains hundreds of games and goes into considerable details about the rules. Some are just “educational” versions of board games: you know, like “Congressopoly” and things of that nature. Some are un-games: free-form roleplays of a sort I associate more with therapy than gaming. But a lot of them and these are clearly the ones the author of this particular handbook was most excited by [what] sound an awful lot like what we would call RPGs.

Educational roleplaying games? Educational simulations? Rob is onto something that I’ve been uncovering in my own research as well – an interest in roleplaying and simulations within education in the very early 70′s. What I find interesting is how he is studying board and “pen and paper” roleplaying games and simulations – while my own research focuses on computer simulations and roleplaying. I’m not sure the medium matters as much as the concept of using this within the classroom. Remember that in my brief outline of the origins of the Oregon Trail computer game, I explained the original version was released in 1971 – right at this same time. Coincidence? Probably not.

The question I’ve been building to the past several weeks combines this early history of roleplaying games, the Oregon Trail computer simulation’s goals of teaching history, and Wild West roleplaying in Second Life. How can history teachers use Second Life and roleplaying within virtual worlds to teach history? As I (and others, such as Rob) uncover a greater-detailed history of educational roleplaying and educational uses of simulations my gut reaction is that the use of Second Life in this manner seems completely logical. Just as the Oregon Trail computer game adapted educational simulations to the teletype machine, we can do the same with Second Life – in an environment that I would argue overcomes many traditional shortcomings of educational computer simulations.

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The Origin of the Oregon Trail Computer Game

Many of the ideas I’ll share regarding The Oregon Trail computer game have developed over the past 18 months and after a series of conversations with Don Rawitsch, the game’s creator and Wayne Studer, the project manager overseeing the development of Oregon Trail II. I will continue to build upon these ideas within my blog, and hope to have portions published in the future.

In 1971, Don Rawitsch was student teaching as a senior education major at Carleton College. There he observed several peers bringing home teletype machines on the weekends to connect to a computer mainframe. Based upon the interest of his peers, Don concluded that he should use these computers in the classroom, and he quickly began working on a computer simulation called Oregon with two other Carleton students, Paul Dillenberger and Bill Heinemann (Rawitsch). The game was purely text-based, but this meager beginning proved the viability of computer simulations within the classroom. In Oregon, students would cooperate with users networked together all around the state of Minnesota to simulate the westward journey of pioneers on the Oregon Trail. While hunting, users would have to type “bang” to shoot their gun without actually ever seeing what they were shooting (Studer 5). It offered a glimpse of the future of educational gaming.

Don would bring the game with him to MECC in 1973, the Minnesota Educational Computer Consortium. Minnesota was the “clear leader” in the field of educational computing, budgeting more than $5 million annually to MECC (Zucker 400). They proved to be instrumental in the educational movement to implement computers into school districts in the early 1980′s, and software produced by MECC would be used in classrooms across the nation. Beyond word processing, innovation in technology made it possible for computers to run games, and as a result, educators sought new ways to embrace technology and games into the classroom. What emerged was a new genre of software development, called edutainment software (a hybrid of education and entertainment software). The advent of the personal computer made this technology available and affordable, notably the Apple II which early on became the de facto educational standard (Pillar 3). In 1985 MECC released the original Oregon Trail version, that now included sound and was visualized to a far-greater degree. The software released by MECC including The Oregon Trail was more popular than all other educational software companies combined (Studer XI).

Works Cited

Pillar, Charles. “Apple Will Surely Reap What it Sows on the Education Front.” Los Angeles Times. 1 Sept. 1997: 3.

Rawitsch, Don. “Oregon Trail Research.” Email to Dave Lester. 30 March. 2006.

Studer, Wayne. Oregon Trail II: The Official Strategy Guide. N.P.: Prima Publishing, 1995.

Zucker, Andrew. “Computers in Education: National Policy in the USA.” European Journal of Education 17.4 (1982): 395-410.

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