19. !
The game ‘FATHOM’ was designed to be played by a class right in the
middle of the National Geographic’s exhibit: TREASURE OF THE QUICKSILVER
GALLEONS. It was also designed to be played underwater by the dive team that
was, at that very time, still retrieving artifacts from the wrecks. I thought we
could videotape the divers playing the game and use the tapes in the gallery as
the instructions for the school kids. It was a good idea and I heard the diver’s
loved it but, in the end, we didn’t have time to carry it out.
!
To start the game the SEABED-MAT was laid out on the floor. The
ARTIFACT CARDS were scattered around and each card was covered by four blue
transparent FATHOM CARDS. The class was divided into four groups, or DIVE
TEAMS, and seated around the SEABED-MAT.
!
The instructor, or DIVEMASTER, wore the DIVEBELT that had the
QUESTION CARDS in it. The card categories were Galleons, Treasure, Diving and
Conservation. There were also CHANCE CARDS that introduced some event that
would change the game.
!
Each team would, in turn, pick a category. The DIVEMASTER would read
them the question and if the team got the right answer they got to remove one
of the blue FATHOM cards covering one of the ARTIFACTS. If a team answered
enough questions correctly they would get to ‘open’ the barnacle-encrusted
ARTIFACT card and then go to find the Artifact it depicted in the gallery. BUT
before any cards are removed from the ocean floor, its position must be
recorded. Using the DATUM WHEEL and CHAIN the ARTIFACT’s location is
measured and each student recorded the information on the special
UNDERWATER TABLETS they had each been given.
!
Learning took place on three levels in FATHOM:
!
1. The QUESTION CARDS dealt with basic knowledge (and common
misunderstandings) about DIVING, GALLEONS, TREASURE and
CONSERVATION.
2. After finding the real artifact in the exhibit, each team would share what
they’d learned about it wit the others
3. After charting the pattern of the artifacts around the site, the
DIVEMASTER would lead group discussions such as “Why do you think the
artifacts wound up scattered in a pattern like this?”
!
!
FYI: The DATUM WHEEL used in this game to measure distance and direction of
underwater objects was actually developed at the Smithsonian Institution.
20. !
FATHOM: A STORY
!
I noticed a strange problem occasionally accompanied my work. If
a game really generated enthusiasm, the kids would naturally get
loud and excited and the teacher would put the game away. This
would be even more problematic with FATHOM because it was to be
played on the floor, right in the middle of the exhibit in Explorer’s Hall
at the National Geographic’s Headquarters.
!
One day I had this idea and phoned the Smithsonian: “After you
tell the kids all the instructions, add this – ‘Oh yes, since we’re all
divers and underwater none of us can talk so you’ll have to answer
the questions by sign language or by writing on your underwater
pads’”.
!
The next day they called to tell me the kids loved it! They were
making hand signs, pointing and writing to communicate with each
other and the teacher. It was silent excitement!
!
And they also told me that some visitor to the exhibit had seen
the last part of the activity and had gone to the Director’s Office to
comment on how wonderful it was that the National Geographic had
such interesting programs for deaf children.