Civic Mirror Overview

The simulation-based program that's changing how we teach students about law, government, economics, and the real world »
Regan Ross

STAGE 2: Game Events
That Make Up "Simulated Years"
STAGE 1: Pre-Game
"Nation-Building" Events
Experiential Center-Piece of Course Delivery
Stand-Alone Unit
Implementing the Civic Mirror
What is The Civic Mirror?
Learning with the Civic Mirror
Summer
The Civic Mirror’s real goals: 

To teach our students how the government, the economy, and our civic system all interconnect through experiencing it.

To teach them about life and life-lessons, and 

To have lots of fun doing the above.
The game goals, however, are to earn STATUS POINTS
The Civic Mirror is an event-based game.  The events occur in the classroom, but the program is run by an online program ...
Every Civic Mirror country is a 36-Hex Map!
There exists both an economy & a natural environment.
A class of students lives in 
(i.e. shares) ONE country.
Civics 10  with The Civic Mirror
an online and face-to-face simulation-based program that turns classrooms into countries and students into citizens
... and the whole simulated country scenario is managed for you with the online program.
CIVIC MIRROR 
IN 
6 RULES
The classroom events are all script-based, allowing the students to run them on their own.
U.S. Module
Canadian Module
Reflection & Connection
the simulated experience allows students to think  about how they're country relates to issues in the real world
providing teachers with endless teachable moments
And everything is prepped for you in student and teacher manuals.

There are two kinds ...
What Kind of Citizen Will
I Become?
What type of country do I want to create?
"Exposure to civics-related coursework is not enough to make more than a marginal difference for the vast majority of students.
"Civic gaming experiences are strongly related to civic engagement."
CIVICMIRROR.COM also comes with Web 2.0 Tools that allow teachers and students to continue their learning and discussions and debate beyond the classroom walls.
Experiential Learning
Students' PERFORMANCE is Evaluated
in the following ways:
success in the game
attitude & participation
initiating/implementing a new idea
demonstration of learning
Hidden Agendas
Money Allotments
Online discussion forums
Wiki technology
Live chat room
CM Library (educators can share and collaborate on teaching ideas)
CM Mail (everyone has their own inbox for private messages)
Far more important to predicting knowledge and discussion is whether students acquire a liking for the subject matter."
       
        CIRCLE research finding
"Educators have a real opportunity to reach students through games.
Building on the one-third of teens who reported playing games as part of a class assignment, teachers might incorporate games with explicit civic content into their curriculum." 

        Joseph Kahne, Civic Engagement Research Group
1.  Your family of seven needs food and shelter to survive, and they want a bunch of other things.
2.  Hexes provide what your family needs and wants, and you and your fellow citizens own them.
3.  Hexes must be powered with an energy (E/I) unit before they can produce/provide anything.
4.  You obtain E/I units by buying or trading them with the owner of the E/I hex
5.  Once you have an E/I unit, you can power your hex and sell/trade it’s wares to your fellow citizens
6.   There is no teacher or god to tell you how to do the above, so you must self-govern  the whole scenario
And this is what it looks like online!
Town Hall
Government Event
Open Market
National Court
The End
Event Script Snapsot
The Civic Mirror provides students with a
"looking glass" of sorts,

Challenging them to ask big questions as they
become citizens who must run their own country,

Questions like ...
The Civic Mirror has two stages of events:
used to simulate revolutions

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