Vikings and Videogames

The Grade 12 Adventures in World History class traveled through time to take on the roles of Advisors, Seers, Seafarers, and Warlords to the Norse King, Harald Hadrata. Using the video game Civilization VI as an experiential medium, students helped expand the Norse trade networks, explore the western seas, settle new lands, and conquer Scotland and northern England. Through the game’s complex mechanics students learned about the Vikings as more than raiders, but also as traders, farmers, shipbuilders, poets, artisans, and clothmakers.

The ultimate goal of the game was exploring as far west as Vinland, and establishing the first European settlement in what would later become Newfoundland. Students dispelled myths about horned helmets, and learned of the notable contributions of key figures like Harald Finehair, Egil Skallagrimson, Eric the Red, and Harald Hadrata.

While most videogames can sometimes be a dubious learning tool, Civilization VI includes detailed historical information about the buildings, units, scientific discoveries, and cultural developments relevant to the period of study. Through their roles as Advisors, Seers, Seafarers, and Warlords, each group had a set of goals to work towards regarding trade, religious development, military conquest, pillaging resources, and scientific advancement. Each turn gave groups a variety of options to choose from, with many opportunities for student groups to find cooperation, conflict, and compromise. In the end, the students successfully developed trade routes to Denmark and Sweden, conquered the Scottish city of Dun Breatann, raided the Northumbrian capital of Eoferwic by land, pillaged the coasts of Wessex and Frankia, explored Iceland and Greenland, and sent a Eric the Red to explore and settle Vinland. The victorious cheers of the Viking students echoed over the waves.

Virtual ROM Tour

This February, students in the Adventures in World History class united the realities of distance learning with the excitement of a trip to the Royal Ontario Museum. Students were introduced to a series of objects and specimens from around the world and across vast periods of time. From the time of dinosaurs, to Ancient Egypt, to New France, to the 19th Century Northwest Coast, to species at risk today, Academy students experienced the stories of some of the most popular objects in the Royal Ontario Museum’s collection of over 13,000,000 objects.

Our guide explained the significance of several objects from the collection, the history of their journey to the ROM’s collections, and the stories behind them. The object most closely connected to the lessons of the course was the Mummy of Djedmaatesankh. This wealthy, land owning woman lived during the New Kingdom period of Ancient Egypt. CAT scans of her remains show that she likely died of an infection in her jaw. The art that encases her includes inscriptions about her career as a chanter in the temple of Amun Ra. The clues that this object offers us about the role of women, the types of work, and the burial practices of Ancient Egypt are priceless.

Play By Post Role Play


Thunder Clouds gather over the fantasy city of Eastmoore, where Dwarves, Gnomes, Humans, Bugbears, and Orcs coexist. After discovering that a flock of sheep has been stolen, a small group of adventurers find that their small time investigation is connected to events greater than they ever imagined. They ride off into an adventure of magic, trickery, tragedy, and heroism in a mysterious cloud city. Only by working together can they overcome the challenges ahead.

Play By Post Role Play is a shared story telling experience. It combines the adventure and cooperation of Dungeons and Dragons with the expression of Creative Writing. Students in the club are in charge of writing from the perspective of a character that they have created. Several times a week a new story post is created, which puts a challenge, puzzle, mystery, or adversary in conflict with the players. Players then consider how their character would respond to the situation and write a paragraph from the perspective of their character. Players can write back and forth, adding new narrative to their character’s actions in response to one another. With cooperation, and creativity they overcome the challenges.

Very Short Fiction Writing

At the Academy, students are taking on the challenge of Very Short Fiction Writing. A skill of concise writing to convey plot, theme, mood, and character in the shortest possible formats. Creating a cohesive storyline has its own set of challenges, developing powerful characters can be very tough, and building a theme and mood into a piece of literature is a difficult skill. Trying to do it all in a single page? Now that takes skill. The real challenge though: can you do it in only 6 words?

This is the question that was asked of the Grade 10 English class this Spring. They took on the task of creating meaningful stories in a single page, and the advanced mission of creating a story within the limit of only 6 words. The stories ranged from tragic, to comedic, to dramatic, to romantic.

What’s stopping you from testing your creativity? Try it out. You can use the examples created by the talented Grade 10 English Class to inspire you. 6-Word Stories, and Very Short Stories are a unique way to develop fictional narratives within hard limits.

The Future of Food in Human Geography

 

Recently Academy Middle School students explored an important question facing our world: How will we feed a population of 10 Billion people, with less farmland than today, by the year 2050?

To answer this question, Grade 7 and 8 students brainstormed the factors that influence farming from increasing profits, to the types of machinery available, to the quality of soil, to the conditions of the climate. They then discussed what impacts farming has on the environment, communities, supply chains to cities, and our health.

As city-dwellers, the complicated lives and concerns of farmers around the world has been a distant thought, but the question of how to feed the world as populations grow will be important to everyone in the next 30 years.

To explore this question further, we journeyed through the next 30 years of farming in the online Farm Simulation Journey 2050

The simulation puts students in control of farms in Canada, India, and Kenya, with the ability to make decisions around watering fields, expanding into more farmland, developing fertilizers, infesting in new and innovative equipment, funding public programming, and helping to develop more sustainable communities. Each player’s choices impact sustainability factors from Water Protection and Habitat Preservation, to Job Creation and Health Promotion. The goal is to achieve the greatest level of sustainability that balances the needs of our planet, the economy, food production, and community development.

The game is challenging, informative and fun, and has given deeper insights into the challenges that will face our world, and food producers over the next three decades. As young people with bright ideas, the Academy Middle School Geography students will play a role in how food security develops between now and 2050. The game also includes a level where questions about skills, and interests lead to connections to and information about careers, and future opportunities. Students are matched with potential careers that could help them to build new understandings, innovations, and policies around future food security for a more sustainable world.