Many Gauntleteers maintain personal blogs with amazing, creative, cutting-edge content. This post is the first in our new Signal Boost series, highlighting community content that we love. By Robbie Boerth, Keeper of the Feast of Fallen Stones
Originally Posted to Robbie's Ludoverse Blog. on December 27, 2018. Periodically, I run across blog posts and articles waxing poetic about the educational value of RPGs and about how they should be used in the classroom. While I’m sympathetic to such articles, they’ve typically suffered from being thick on the idealism side of the scale and thin on the practical, “rubber-hits-the-road” side. Gamers can point out a LARP school in Denmark, and we can learn from those experiences, but a 90-student boarding efterskole is a far cry from your bustling high school in the United States. What follows here is a work-in-progress report from the front lines of teaching in America. Rather than extolling the potential of RPGs in the classroom, I want to zoom in on some actual experiences, take stock of what I’ve learned, and point the way to future prospects. For ease of reading, I’m breaking the report into three separate posts:
Lest we get carried away, it might be best to begin with our feet grounded in reality first. Let me play the devil’s advocate and give you just five reasons why your typical roleplaying game is NOT a good fit for the classroom.
To state the obvious: Most roleplaying games are explicitly NOT created for the classroom environment. In fact, there is much about the usual design of these games that makes them foreign—even antithetical— to that kind of context. Imagine forcing a group of twenty-five self-conscious adolescents to play Dungeons and Dragons with minimal instruction during a forty-five minute session in a class where they are getting a grade. I would need a 10th level barbarian just to maintain order! So how does one confront this challenge? During the final stretch of the fall semester, I ran an original roleplaying game based on the Anglo-Saxon world of Beowulf in my ninth grade English classes (three-sections worth). I decided quite early that I had to rely upon my own inventiveness and forge my own path. There are some games like Diplomacy and Microscope which can be effectively modified for the classroom, but those games are few and far between. Moreover, I, as a teacher in a core subject, have specific content and curriculum requirements that I must meet, and my classroom activities need to work in conjunction with my educational objectives. I knew that I would be teaching the Old English epic Beowulf sometime in the middle of the year, and I felt that text would offer some rich material for a roleplaying and problem-solving game for my students. Yes, games inspired by Beowulf do exist, but none of those are appropriate for classroom use. So I devoted part of my summer to designing an original game—one that could address the special demands of the classroom and breathe some new life into the Old English epic. I’m happy to share the full rules of my work-in-progress, titled Becoming Beowulf, to interested parties (just ask!), but, to keep things short, here is the basic outline of the game:
The game design aims at creating a rhythm: Students spend some intense minutes in their smaller tribes discussing and planning their response to a crisis, and then the entire class comes together to watch the framed scenes and to determine the outcome. It also works to keep students active: No one is ever eliminated from the game, and the small size of the tribes means that everyone can play a vital role. I initially thought I would use this game alongside our reading of Beowulf or as a fun post-reading activity. The more I thought about the game, however, the more I feared that students would be swayed by the epic and simply replay the responses and events of that narrative. I didn’t want the game to turn into a shallow practice in imitation. So I zagged: My students played Becoming Beowulf as a preparation to reading the text itself (which will occur in a couple weeks at the start of the second semester). Now, when students encounter the epic, they will read about situations which they previously faced as players in the game. Often, they are going to discover that the characters and tribes in the epic took very different approaches than the solutions tried out in Becoming Beowulf. That should open up some rich discussions about the strategic, cultural, and dramatic situations that factored into those differences. In a traditional book, the path of the narrative is set by the author and the reader has no choice but to follow along. But the open-ended nature of the roleplaying game means that the players can explore alternative pathways, and these can give them some valuable alternative perspectives when analyzing narratives. I will be heavily exploiting this resource in the coming weeks. When, for example, we read about Hrothgar offering asylum Beowulf’s outcast father, my students will not see this act of charity as given or inevitable, for they will have already explored different ways in which a tribe might deal with a foreign fugitive seeking help. That, at least, is the idea. How did Becoming Beowulf fare on the actual field of battle? For that assessment, please visit Robbie's blog for Part 2: The Experiment and much more insightful content.
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