Essays
Bed Jumping and Compelling Convergences in Historical Computing
Source of the Columbia copyright Jim Richardson
Thinking about ‘convergence’ reminds me
of a broad mountain valley, just north of Montana, where two great
rivers have their beginnings side by side. In a sly example
of nature’s humor one, the mighty Columbia flows north, and the
other, the energetic Kootenay, flows south coming as close as a 1.25
miles, at one point.
Over the past hundred years several
unsuccessful attempts have been made to join those two rivers near
their headwaters in southwestern British Columbia. No one tried harder
than William Adolphe Baillie Grohman in the 1880s, but making two streams converge is not easy
work. Eventually time and the landscape connect the two but
it takes the snowmelt at the divide, time, and a journey of just under
500 miles traveling north or south, before the two streams converge at
Castlegar, British Columbia.
Bed-jumping
Rivers are a common metaphor for knowledge;
both are always in motion -- undercutting the edge of the bank here,
depositing material there, following beds carved out eons or
centuries ago. Over the past half century important
intellectual currents in three distinct fields—historical
thinking, teaching, and computing—have largely flowed in distinct
watersheds with only occasional attempts to link them, and with not
much more success than Baillie Grohman. In the last decade, however,
some have started to flow along parallel valleys and it is possible
from certain vantages to see the similarities and where these rivers of
thought and intellectual effort have begun to converge.
Such moments in the history of thought, where
formerly separate intellectual and technological currents come
together, or at least are on close enough tracks that the portage
between them is increasingly possible, are unusual and worth remarking. Others have observed that the interfaces where
disciplines intersect is the most productive space for generating new
insights. We often call this convergence
“interdisciplinarity” which, as Roland Barthes observed,
"consists of creating a new object that belongs to no one."1 The crossing of disciplinary boundaries, jumping from one river
bed to another to use my metaphor, has proven productive in the
convergences that I am writing about here.
Let me use a project that I am involved in as an
example of the bed jumping that has made the blending of
historical thinking, pedagogy, and technology quite enjoyable.
The Great Unsolved Mysteries in Canadian History Project
(Mysteries Project for short) is self-consciously located
where new modes of historical thinking meet new technology and new
pedagogy.
New Ways of Thinking About…
The premise of the Mysteries Project is
simple. Take an intriguing mystery – a story that has no
single, clear resolution – put all the kinds and
range of evidence you can find on the internet, and challenge students
and others to solve the mystery. Of course, almost any
historical question can be posed as a mystery or—like the opener "It
was a dark and stormy night..."—as the first sentence of a story that
students have to research, understand and complete.2
The Mysteries project has chosen
a range of historical puzzles,
from “Where was Vinland?” the Viking ‘Eden’ in
North America, to the suicide of a Canadian ambassador, to Egypt in
the midst of the 1957 Cold War Suez Crisis, to a series of crimes like
“Who Killed William Robinson?” about a Black settler who
had fled racism in California in the 1850s only to be murdered in what
is now Canada in 1868.
Everyone loves a mystery and a great story. The intent of
the project is to use great stories about flashes of violence, heroism,
martyrdom, and moments of discovery to intrigue and draw students in,
heedless of the risk that they will have to learn history to solve the
‘crime’. Unbeknownst to the sleuth, they
themselves are snared in a methodological process called microhistory
as soon as they embark.
Microhistory is one of the new currents of thought
that converge in the Mysteries Project but it is, in part, the
rediscovery of an ancient river bed. Along the plains of Germany
and Italy, tributaries of the post and hyper-modern histories mingled
together and created a new way of thinking about history founded on the
very old. Storytellers have long since known how to combine the
entertaining and the serious. Scholarly historians turned their
back on these ‘popular historians’ three centuries ago; but
three decades ago, the craft of conveying “the big picture”
in small stories, was recaptured by European scholars in a method
called ‘microstoria’ or ‘microhistory’.
Microhistory is a return to the story of real people with all the
messy, fascinating, sometimes microscopic details of their lives.
But the goal in exploring the details is to see the larger forces at
work, forces which are invisible when the scope is much
larger. Different from the parochial ‘case
study,’ Microhistory is asking the big questions of history
and looking for the answers in small places.3
Some of the microhistorians borrowed more heavily from the epic and gave us
engaging stories like “The Return of Martin Guerre”
while others, particularly the Germans, took the opportunity to return
to counting. All share that element of post-modern history
which is anxious to look at fragments and not insist on deriving
universal lessons from them. Most microhistorians accept the
subjectivity of the historian, with clear links to post-modernism,
while they reject the supremacy of the text and aim for an
approximation of how it really was, along with the
hyper-modernists. The enthusiasm for ‘close
observation’ of ordinary people, micro-history, arrived at the
same moment, by a different path, as a new found enthusiasm among
anthropologists, philosophers, historians and post-modern scholars more
generally for the event and “close description.”4
The Mysteries Project has selected
“mysteries” which are dramatic manifestations of the
collision of more subtle historical structures and processes. For
example,
the torture and execution of the Black slave Angelique for the 1734
burning of Montreal may be used to expose the racism that accounts for slavery and her
scapegoating; the murder of William Robinson
is an entrée into understanding the homesteading/pre-emption
system which allowed him to acquire native land that he was killed for
in 1867; the massacre of the Donnelly family in the 1880s
is a window into the religious conflicts between the Protestant and
Catholics. They are what Ray Fogelson called
epitomizing events: “narratives that condense, encapsulate, and
dramatize longer-term historical processes.”5 Each of the events needs to be ‘unpacked’ and the
underlying causal factors made visible to truly solve the mystery and
understand its history.
New Ways of Teaching About…
The Mysteries project was inspired by the story of
William Robinson and derives from an experiment in the late 1990s when
Ruth Sandwell and I offered a document set as a murder-mystery workshop
to a historical conference. I have never seen historians
get so excited as over this question of "whether an innocent man was
hanged". We saw the potential to engage students in the work of
critically reading historical sources at this micro level as a way of
teaching critical thinking more generally.
We quickly found that we had fellow travelers, and
this brought about the second convergence. Teachers, and those
who teach teachers, have in the last decade begun to re-discover the
fun of asking their students to be detectives and solve historical
puzzles by engaging with primary source materials from the past. This
is sometimes known as “document-centered
learning” or student-centred inquiry. It is part of the
larger goal of turning the classroom from a place where students sit
and listen to a teacher who tells them what they need to know, to a
place where the teacher guides the students in “student-centered
learning”. The underlying idea is that the undergraduate
degree and even the high school diploma become more active and
research-based rather than based on taking notes and repeating back
what someone else, who did the fun work of history, has conveyed to
them, usually in a tedious way.6
The mysteries project uses microhistorical mysteries to return the fun of
uncovery and discovery to students.
It operates at four levels depending on the sophistication of the learner:
understanding primary documents,
understanding social history, doing history and understanding what history is.
Moreover, the internet allows us to do something very hard to do
before, to link the micro and the macro: we can zoom in close for a
microhistorical look – find a person, learn their story, and then
see how typical that story is with some statistical analyses.
At the same time, the computing technology has
evolved and become so widespread that another convergence is in
process. We can begin asking the question: how can we
deploy the new technologies to best teach historical thinking?
New Ways of Computing About…
While educators have been redirecting the thinking
about teaching history and microhistorians have been carving out new
channels, thee has been a cascade of changes in the technology
available to us. A chart showing the falling cost of a
microsecond of computing time would look like a river going over a
waterfall whose pitch is getting closer to the vertical every
year. Since the 1950s the cost of computing time has fallen by
close to 50% every two years, a phenomenon known as Moore’s law.
The internet is shallow in some ways, as it
does not lend itself to long blocks of text; it is incredibly
deep in others. Instead of a simple footnote, one’s whole
research database can be linked to one's research outcomes.
Instead of a monologue, the internet invites dialogue; in place of
solitary research, the internet supports collaborative research and
multiple voices. In place of a linear plot, the internet
accommodates multiple, overlapping pathways of causation. It asks
us to think about relationships.
Even more fundamental, the computer and
internet offers the opportunity for the reader to take some control of
their reading experience. The form of the technology invites,
even urges, readers to problem solve in a way that the book does not and
the mystery format encourages that exploration.
The new technology asks us to consider whether
publishing is just print, or also images, audio, video, GIS linked
maps, census databases, 3-D interactivity and/or the so-called artificial
intelligence built into gaming engines. Each of these media lends
themselves to different ways of historical thinking and teaching.
The current generation of students has grown up in a
digital world where their information, entertainment, and social
interactions increasingly happen through a computer interface.
David Lowenthal titled his book from the opening line of L. P.
Hartley’s novel, The Go-Between (1953): “The past is a
foreign country: they do things differently there.” To the
current generations of “digital natives” the world of
print, not to mention the past, is a foreign place. A library
with books in it is an increasingly alien notion and a trip to the
library an extraordinary effort akin to a foreign expedition.
So if we try and present history in the new medium
the same way as we have in the past it will be like teaching students
to drive by sitting them in a revving Porsche, and insisting all we can
do is read the manual. The new technology invites them to drive,
and why would we want to stop them? The opportunities the Web 2.0
offers us in terms of social space are amply demonstrated by the
success of Wikipedia, Flicker, YouTube, Second Lives, Facebook and other
popular innovations. How can we as scholars use that enthusiasm
to our advantage?
In its most recent set of mysteries, the Mysteries
Project has expanded the notion of historical evidence to include
3-dimensional recreations of historical sites and flyovers of the
historical landscapes to provide a kind of historical immersion that
print or pictures alone cannot offer.
The mystery
“Where is Vinland?” has to be solved on the basis of the written sagas
and on some maps, but the
majority of the evidence is derived in one way or another from
archaeology. The Viking site at L’Anse aux Meadows in
Newfoundland, Canada, has been meticulously excavated and documented
and so it has been possible to recreate the site with a high degree of
accuracy as to locations, form and size of buildings, activities that
took place, and technology used. With the 3-D recreation
which visitors can view as a video from different vantages or by
downloading software they can navigate around the site themselves, it
is possible to compare the site with the settlements in the Vinland
Sagas and see if it fits the description. (To see a video simulation or download the simulation itself click here).
Likewise, it has been possible to scan some of the
extraordinary artifacts in 3-Dimensions and offer them up for
students to manipulate. We have even created physical replicas of
some of the artifacts from the site based on precise 3-D scans and have
them available for classes in limited quantities. Butternut
burls found by archaeologists at L’Anse Aux Meadow and examinable
on line, may in fact be the key to solving the mystery of where Vinland was.
(A video of the spindle whorl rotating in 3D is available here, Quicktime 2MB.)
The new technology also offers us a vast audience
which we could never reach before. Scholars can present their
research to classrooms as soon as it is done, and not a generation
later after it has trickled through the academic presses into a
monograph, been picked up by a scholarly community and revised by a
textbook writer. Internet publishing has the potential to
take “Scholarly History” to an audience that only
“Popular History” was able to reach through print.
The Mysteries project has over 100,000 new readers each year, which in
print terms is beyond a best seller and into the range of blockbuster.
Convergences
Can we imagine ways to teach history that we could
not before? Three dimensional simulated worlds offer one
new avenue, and clearly we are just at the headwaters of this
current. Inadvertently, the mysteries project used an
element of the very common gaming trope, “the quest,” to
draw students. A new literature on teaching using gaming
strategies called “serious games” invites us to take this
one step further. Can we use the new technologies to
make the serious matter of teaching history fun? Serious gaming
asks us to use the appeal of gaming to teach an eager audience the key
lessons of historical thinking.7
L'Anse Aux Meadows Viking Village re-creation
It is a rare event when a river wears down the
barriers that separate it from its neighbor, or when human engineering
does it instead, and two streams start to flow together. It is
also uncommon to find an intellectual convergence as mutually enriching
and reinforcing as the current conjuncture of new ways of thinking,
teaching, and computing about history. We can, of course,
follow the age old channels, but that would squander an amazing
opportunity which can keep our discipline engaged in and engaging to
the modern world.
History is serious business, but it does not have to
be boring. A century ago, when we had made our disciplinary beds
and laid down in them, we fetishized “discipline” to an
unhealthy degree. Not only do the new convergences of thinking,
teaching and computing about history suggest that we have to get into
the (metaphorical) beds of colleagues with other disciplinary
perspectives and technical knowledge, but they also invite us to loosen up
and share the fun of “doing history” with our
students. Now it is time to sit up, stand up, do a little
bouncing, and see if a short hop to a neighboring bed might invite some
innovation and inject more fun into our discipline.
1 Barth quoted in Leontine E.Visser,
“Reflections on transdisciplinarity, integrated coastal
development, and governance,” in Leontine E. Visser (ed.)
Challenging Coasts: Transdisciplinary Excursions into Integrated
Coastal Zone Development (Amsterdam: Amsterdam University Press, pp.
12-23) John S. Lutz and Barbara Neiss, How Knowledge Moves,
(McGill-Queens Press, forthcoming).
2 We make no claims to novelty in
making this connection. R.G. Collingwood in his The Idea of
History, (Oxford: Oxford University Press, 1945) 227-8, 243 made
a strong case for the connection: “The hero of a detective novel
is thinking exactly like an historian when, from indications of the
most varied kinds, he constructs an imaginary picture of how a crime
was committed, and by whom.” ; see also Robin Winks, The
Historian as Detective: Essays on Evidence, (New York: Harper &
Row, 1968); recently others have pointed to the link with teaching:
David Gerwin and Jack Zevin, Teaching U.S. History as Mystery,
(Portsmouth, N.H.: Heinemann, 2003).
3 George G. Iggers, "From Macro- to
Microhistory: The History of Everyday Life," Historiography in the
Twentieth Century From Scientific Objectivity to the Postmodern
Challenge. (Hanover/London: Wesleyan University Press,1997). Two
classics of the genre include: Carlo Ginzburg, The Cheese and the
Worms: The Cosmos of a Sixteenth Century Miller, Trans. John and Anne
Tedeschi. (Baltimore/London: The Johns Hopkins University Press,
Original in Italian 1976. English 1980.); and Natalie Zemon Davis, The
Return of Martin Guerre (Cambridge, Mass.: Harvard University Press,
1983).
4 Marshall Sahlins, “The
Return of the Event”, Clio in Oceania, ed. Alette Biersack.
(Washington D.C.: Smithsonian, 1991). 37-99; ‘close description is
most often associated with Clifford Geertz, “Thick Description:
Toward an Interpretive Theory of Culture” in his Interpretation of
Cultures (New York, Basic Books 1973); S. C. Caton, "Anger Be Now
Thy Song. The Anthropology of an Event," Occasional Papers of the
School of Social Science (1999 5); Raymond D. Fogelson,
“The Ethnohistory of Events and Nonevents,” Ethnohistory,
Vol. 36, No. 2. (Spring, 1989); Homi Bhabha,
“Frontlines/Borderposts,” in A. Bammer ed., Displacements: Cultural Identities
in Question (Bloomington and Indianapolis, Indiana
University Press: 1994) 269-273.
5 Fogelson, “The Ethnohistory of Events and Nonevents,” 143.
6 Chad Gaffield, “Primary Sources,
Historical Thinking, and the Emerging Redefinition of the B.A. as a
Research Degree,” Facsimile, 23-25, (200-2001), 12-17. Sam
Wineburg, Historical Thinking and Other Unnatural Acts (Philadelphia:
Temple University Press, 2001); David Gerwin and Jack Zevin, Teaching
U.S. History as Mystery, (Portsmouth, N.H.: Heinemann, 2003).
7 Richard Van Eck, “Digital Game-Based
Learning: It's Not Just the Digital Natives Who Are Restless”
EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 16–30;
Suzanne De Castell and Jennifer Jenson, "Serious Play." Journal of
Curriculum Studies (35(6): 2003) 649-665; Marc Prensky,
Digital Game-Based Learning (2001), James Paul Gee’s What Video
Games Have to Teach Us about Learning and Literacy (2003), Clark
Aldrich, Simulations and the Future of Learning: An Innovative
(and Perhaps Revolutionary) Approach to e-Learning (2004).