Decisions, Decisions

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Short description: Educational role-playing video game series
Decisions, Decisions
Genre(s)Educational, simulation, role-playing
Developer(s)Tom Snyder Productions

Decisions, Decisions is a 15-part educational role-playing video game series by Tom Snyder Productions, released from the 1980s to the early 2000s.[1][2] It has also been described as a "media-assisted simulation game" series.[3]

Development

While Tom Snyder originally created games that would suit the "one-computer classroom" model, this series was part of a new gaming focus of "choice-driven discussion generators".[4] The software was designed specifically to foster academic discussions within the classroom.[5] An online learning extension named Decisions, Decisions Online was also created.[6] David Dockterman, VP and Chief Academic Officer of Tom Snyder Productions, commented "the series grew out of my frustration teaching high school history during the Iranian hostage crisis. I thought it would be valuable for my students to discuss what was happening in the world."[7]

In 1999, a free service Decisions Decisions Online was released, which allowed students to discuss events taken from current headlines, with a new topic featured every month.[8][9] Hedrick Ellis, executive producer of Decisions, Decisions Online, was reluctant to introduce advertising, and instead noted that Tom Snyder Productions would eventually charge for the products.[10]

In 2002, Tom Snyder Productions was bought by Scholastic, and this series fell under Scholastic’s Interactive Educational Software division.[11]

Realwordedtech suggested the series died out because it "was expensive to create and even more difficult for teachers to integrate an increasingly prescribed data-driven curriculum".[12]

Gameplay

Each game puts the players (recommended to be a classroom) into a scenario based on actual facts and encourages them to come up with solutions.

An example is in the title Decisions, Decisions: Prejudice, in which the players take the role of the mayor of a tourist town, in which a newspaper has editorialised against a business trading racial memorabilia.[4] Students discuss the problem in teams, then enter their strategies into the computer, which advances the story, leading to 300 alternate paths.[4] Members of the team receive booklets from the perspective of an adviser to the decision maker, for instance in Decisions,[13] Decisions: The Environment, they could be a campaign manager, and environmentalist, a scientist, and an economist; players then debate this conflicting information to reach a justifiable compromise.[14]

The games encourage a five step critical thinking process:[15]

  1. Analyze the situation[16]
  2. Determine and prioritise goals[17]
  3. Consider their options[18]
  4. Make a decision[19]
  5. Examine the consequences[20]

Follow-up activities include: taking quizzes, drawing political cartoons, writing to state and federal legislators, seeing how others parts of the country voted on the issue, and research Web links.[21]

Titles (incomplete)

  • Decisions, Decisions: Current Issues
  • Decisions, Decisions: AIDS
  • Decisions, Decisions: Colonization
  • Decisions, Decisions: Immigration
  • Decisions, Decisions: On the Campaign Trail[22]
  • Decisions, Decisions: Prejudice
  • Decisions, Decisions: Revolutionary Wars
  • Decisions, Decisions: Substance Abuse (also known as S.M.A.R.T. Choices)
  • Decisions, Decisions: The Budget Process
  • Decisions, Decisions: The Constitution
  • Decisions, Decisions: The Environment
  • Decisions, Decisions: Urbanization
  • Decisions, Decisions: Violence in the Media
  • Decisions, Decisions: Ancient Empires
  • Decisions, Decisions: Drinking and Driving[23]

Critical reception

Education World gave Decisions, Decisions Online an A+, describing it as an effective online resource to stimulate the critical thinking skills of young people.[6]

Laura Cirillo-Boilard of USJ gave Decisions, Decisions – The Constitution 10/10, praising its ability to develop skills in cooperative learning, reading comprehension, oral communication, problem-solving, and decision-making.[15] Teaching TV Production in a Digital World: Integrating Media Literacy recommended the use of Decisions, Decisions: Violence in the Media within the school curriculum.[3] Character Education in America's Blue Ribbon Schools felt the series effectively allowed students to work together in solving real world problems and analysing the results of their decisions.[24] Multimedia Schools said Decisions, Decisions Online is an "interesting, informative, and affordable" product.[25]

The website was The New York Times ' featured site on January 5, 2000.[26] The The Washington Post reported that the series could be ground-breaking in the move from learning distinct subjects to a synergistic approach, using all these skills to complete practical and realistic projects.[27] Macworld noted that Decisions, Decisions 5.0: The Constitution was not a replacement for a United States . history textbook.[28] Teacher Librarian praised it as one of the best ethics-based simulations on the market.[29] Shirley Neill, co-editor of Only the Best, noted “Snyder tries to get kids to see the issue from a lot of different points of view".[30] From Now On deemed it the leading producer of historical simulations.[31] While Kliatt praised the series for addressing current issues, it noted the games were not "culturally balanced".[32] Tech & Learning wrote "These thought-provoking programs enriched learning in countless ways."[33] MacWorld suggests the series challenges the student view that historical events are "far-removed from their own lives and have little relevance to the present".[34]

Awards

  • 1988 SIIA CODiE Award for Best Middle or Secondary School Program – Decisions, Decisions Series[35]
  • 1997 Codie Award for excellence in technology[36]
  • 1998 Excellence in Software Award for Best Curriculum Software for Middle School – Decisions, Decisions: Ancient Empires[37]
  • 1998 Excellence in Software Award for Best Education Software Upgrade – Decisions, Decisions: The Environment[37]
  • 1999 Education World - Best of 1999 – Decisions, Decisions Online[38]
  • 2001 Codie Award Finalist: Best School Based Secondary Education Software – Decisions, Decisions Online[39]

References

  1. "David Dockterman Profile". Harvard Graduate School. https://scholar.harvard.edu/ddockterman/profile. 
  2. "Decisions, Decisions Trademark - Registration Number 2021985 - Serial Number 75020891: Justia Trademarks". http://trademarks.justia.com/750/20/decisions-75020891.html. 
  3. 3.0 3.1 Kenny, Robert (2004). Teaching TV Production in a Digital World: Integrating Media Literacy. Libraries Unlimited. ISBN 9781591581994. https://books.google.com/books?id=VLY6B5fsUv8C&pg=PA65. 
  4. 4.0 4.1 4.2 West, Peter (March 24, 1993). "Reaction to Software on Slavery Raises Issues Surrounding New Types of Media". https://www.edweek.org/ew/articles/1993/03/24/26soft.h12.html. 
  5. Harness the Power of Projectors and Interactive Whiteboards
  6. 6.0 6.1 "Best of '99: Decisions, Decisions Online". 1999. http://www.educationworld.com/awards/past/r1199-16.shtml. 
  7. "An Interview with David "Dock" Dockterman: The Changing Nature of Educational Software". 2008-08-12. http://ednews.org/articles/27971/1/An-Interview-with-David-quotDockquot-Dockterman--The-Changing-Nature-of-Educational-Software/Page1.html. 
  8. "F.Y.I. - Tom Snyder Productions -". https://thejournal.com/articles/1999/11/01/fyi--tom-snyder-productions.aspx. 
  9. "Welcome To Decisions, Decisions Online". 2001-07-21. http://ddonline.tomsnyder.com/. 
  10. "Gale - Product Login". https://go.gale.com/ps/i.do?p=AONE&u=wikipedia&id=GALE. 
  11. "Scholastic purchases software maker Tom Snyder Productions". 2002-02-01. https://www.eschoolnews.com/2002/02/01/scholastic-purchases-software-maker-tom-snyder-productions/. 
  12. "Why Ed Tech had it right at the very start but lost its way". http://www.realworldedtech.com/2015/10/why-ed-tech-had-it-right-at-very-start.html. 
  13. Kenebrew, Keith Tyson (March 2005). Decisions, Decisions, Decisions: Seeking God's Will. iUniverse. ISBN 978-0-595-34223-5. https://books.google.com/books?id=yfMJf6biX2QC&pg=PA8. 
  14. Dockterman, David A. (2002). Easy Ways to Make Technology Work for You: From Grade Books to Graphic Organizers. Scholastic Inc.. ISBN 9780439437615. https://books.google.com/books?id=4wb3IHdIjzIC&pg=PA52. 
  15. 15.0 15.1 "Archived copy". http://ww2.usj.edu/faculty_pages/jarzt/Decisions.htm. 
  16. "Analyze the Situation". http://ddonline.tomsnyder.com:80/ddotour/analyze.html. 
  17. "Determine Your Goals". http://ddonline.tomsnyder.com:80/ddotour/goals.html. 
  18. "Consider the Options". http://ddonline.tomsnyder.com:80/ddotour/options.html. 
  19. "Make a Decision". http://ddonline.tomsnyder.com:80/ddotour/decision.html. 
  20. "Consider the Consequences". http://ddonline.tomsnyder.com:80/ddotour/consequence.html. 
  21. "Follow-Up Activities". http://ddonline.tomsnyder.com:80/ddotour/followup.html. 
  22. Goldberg, Debbie (1992-11-01). "FROM BLACKBOARD TO KEYBOARD" (in en-US). Washington Post. ISSN 0190-8286. https://www.washingtonpost.com/archive/entertainment/books/1992/11/01/from-blackboard-to-keyboard/0fa7980a-f68e-4c30-b02f-8e6357ac65cc/. 
  23. "Teach Students to Avoid Drinking & Driving -". https://thejournal.com/articles/1996/12/01/teach-students-to-avoid-drinking--driving.aspx. 
  24. Murphy, Madonna (2002-07-09) (in en). Character Education in America's Blue Ribbon Schools: Best Practices for Meeting the Challenge. R&L Education. ISBN 9781461666912. https://books.google.com/books?id=eXXGAAAAQBAJ&pg=PA189. 
  25. "Gale - Product Login". https://go.gale.com/ps/i.do?p=AONE&u=wikipedia&id=GALE. 
  26. "Site of the Day: Decisions, Decisions Online". https://events.nytimes.com/learning/parents/siteofday/20000105.html. 
  27. Goldberg, Debbie (1992-11-01). "FROM BLACKBOARD TO KEYBOARD" (in en-US). Washington Post. ISSN 0190-8286. https://www.washingtonpost.com/archive/entertainment/books/1992/11/01/from-blackboard-to-keyboard/0fa7980a-f68e-4c30-b02f-8e6357ac65cc/. 
  28. "Education Software" (in en). https://www.macworld.com/article/1016226/EducationSoftware.html. 
  29. Troutner, Joanne (April 2005). "BEST NEW SOFTWARE". Teacher Librarian 32 (4): 40, 67. https://www.proquest.com/openview/a348cee390ab655aa23e5fa0c63c2b3f/1. 
  30. West, Peter (2019-06-19). "The Mouse That Roared". Education Week. ISSN 0277-4232. https://www.edweek.org/education/the-mouse-that-roared/2019/06. 
  31. "Focus on History, Literacies and ICT". http://fno.org/may2010/history.html. 
  32. Hammer, Brad (2002). "Energy and the Environment". https://www.thefreelibrary.com/Energy+and+the+Environment-a0107217452. 
  33. "Software Grows Up: Interactive Multimedia And More". 2015-04-28. https://www.techlearning.com/resources/software-grows-up-interactive-multimedia-and-more. 
  34. "Education Software". https://www.macworld.com/article/160082/educationsoftware.html. 
  35. "1988 Winners" (in en-US). https://www.siia.net/codie/About-the-Awards/Past-Winners/1988-Winners. 
  36. "2004: Tom Snyder" (in en-US). http://publishers.org/2004-tom-snyder. 
  37. 37.0 37.1 "TMF: drop in sales due to lack of award winning title / Learning Company, Inc., The" (in en). http://boards.fool.com/drop-in-sales-due-to-lack-of-award-winning-title-10292878.aspx. 
  38. "Education World® : Best Of Series : 1999 : Review : Decisions, Decisions Online". 2001-06-17. http://www.education-world.com/best_of/1999/reviews/rev_1999_04.shtml. 
  39. "Runaware - Decisions, Decisions Online". 2001-06-17. http://www.runaware.com/action=show_app_pav?c_app_id=1141. 




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