Rising Waters Curriculum Guide
$15.00
A curriculum guidebook for using Rising Waters in your classroom!
Press Product Code: CMUP202
Description
The Rising Waters Curriculum Guide is a 99-page learning guide by game designer Scout Blum, that provides guidance, suggestions, and practical lesson plans/assignments for using Rising Waters in a classroom environment.
Download comes with two PDF files:
- The Curriculum Guide itself; and
- The Curriculum Guide Resource Packet, which contains a number of worksheet, images, and a collection of song lyrics to accompany the assignments in the Curriculum Guide.
Table of Contents
- Historical Overview
- Protecting Interests
- Origins of the Problem
- Background of Race Relations
- Black Reaction to White Racism
- Events of the Flood of 1927
- Aftermath
- Mechanics are the Message
- Introduction
- Community Cards
- Power Cards
- Resistance Cards
- Landowner Cards
- Survivors
- Levees
- Teaching the Game
- Suggested Schedule
- Before Playing the Game
- Set Up
- Post Game Lessons
- Game Review Assignments
- Overview
- Game Review Assignment: Agency
- Game Review Assignment: Racism
- Game Review Assignment: Maps/Technology
- Game Review Assignment: What If? Problem Solving and Critical Thinking with Game Mechanics
- Game Review Assignment: Narrative Writing Skills
- Expanding the Game Assignments
- Lesson: Reading Maps as History and Art
- Lesson: Mapping Local Areas/Making a Game Board
- Lesson: Environmental (In)Justice along the Mississippi River
- Lesson: Connections Between Past and Present—Hurricane Katrina
- Lesson: Roll of Thunder, Hear My Cry
- Lesson: African American Agency During Enslavement
- Lesson: Blues Music and the 1927 Flood
- Lesson: Solutions to Environmental Crises
- Selected Bibliography of Sources
Curriculum Guide Credits
- Written by: Scout Blum
- Game Card Art by: Lamaro Smith
- Layout Design and Editing by: Andrew D. Devenney, Associate Director, Center for Learning through Games and Simulations, Central Michigan University
- Copy Editing by: Jennifer Peterson
Specifications
Resources
Rising Waters helps educators expand the perspective of the 1920s. The game centers African Americans to help players understand and empathize with their plight during the 1920s environmental disaster. Racism appears in the game through the appearance of Landowner cards like “threats,” “force,” and “race hatred.” Since landowners also controlled the labor in the area, the cards include “job offers,” which players can use to build or raise levees to protect from floodwaters. As another source of protection, relief camps helped African Americans gain access to relief supplies but were also some of the most racist spaces during the crisis.
Yet African Americans weren’t solely victims in the 1927 flood–as always, they maintained a sense of agency and sources of power to survive. In the game, this comes from the Community cards, which include blues, farm animals, church, garden, family, and education cards. The cards help players upgrade their abilities during the game as well as resist racism. Rising Waters serves as a powerful illustration of the difficulty of African American lives in the Jim Crow South. Through the game, students and teachers will be able to have challenging conversations about the endemic nature of racism and how it complicates life during a crisis.
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