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Gaming in the Classroom?

Posted 4th September 2008 at 05:37 AM by Gears
Today's post will be a quick sketch of how & why I'm going for a D&D classroom this year. I'll be responding to my fellow educator Ycore Rixle's blog as well, seeing as how we seem to be on opposite sides of this particular chestnut.

Or are we? See, here's the thing that I need to make clear from the get-go: I don't recommend my exact methods or procedures for any classroom but my own. Every classroom and school is different, and what works in one classroom may prove disastrous in another. My hope is that some portion of my experience may prove helpful to other educators out there. Maybe it'll be inspirational; maybe it'll be a cautionary tale of woe. Time will tell.

Before I dive into specific points of my teaching philosophy, I need to explain a bit about my school structure. My school covers grades 1-12, and uses mixed age classes within specific range bands. I tend to teach jr. high/high school level classes, though I do teach a handful of classes to the little 'uns as well. The school divides subjects into 'core academics' and 'enrichment' categories, with the day divided into four class segments per day, with individual classes ranging from 1-2 hours, depending on subject and student age. The idea is that students will take a number of core classes to cover their educational bases and then work out a schedule of other classes around those, much like college students with elective classes. The enrichment classes allow students to delve more deeply into areas they are particularly interested in, and these classes are meant to supplement the learning that goes on in the core classes.

My D&D classes are enrichment classes. That means I'm free to focus on a specific narrow topic rather than having to cover a more typical broad survey of (in my case) history and literature. So bear that in mind as I go on.

I've got some ideas about using games in more traditional classes, but I'll save those for another time. For this year, I'm specifically using D&D to teach only highly focused history with a dash of literature.

Okay, enough scene-setting. On with the debate! I wanted to reply to some of Ycore Rixle's points from his blog:

Class time is indeed valuable, but I am convinced that with my 1-1.5 hours per class, each of which meets once or twice per week, I can run a profitable rpg campaign. Students will have a fair amount of reading, writing and research to do outside of class, and we will occasionally spend our classes on student presentations and quizzes on reading assignments. But I anticipate the majority of class time will be spent roleplaying. I disagree strongly with the notion that roleplaying in class is somehow more alienating or unsatisfying to students than traditional classroom teaching methods. Likely, there will be some students less thrilled with the experience than others. However, based on past experience, I anticipate much higher involvement across the board among students than I would have in a standard classroom teaching environment. When using boardgames and miniatures in my classroom in the past, I've seen students use game rules as an access point to engaging subject matter they'd otherwise show no interest in at all. I'm hoping to see this trend amplified this year.

I think games can work very well as after school programs, but I'm honestly more interested in putting them front and center as a teaching method as often as possible. My first use of gaming in a school environment was through the after school club model, and it was quite successful. But it always left me with the feeling that I was preaching to the choir. I had lots of fun with my club kids, but the kids I really thought might get a whole new angle on learning through games never came. I'm wanting to cast a larger net, and getting games into the daily class routine is now my goal.

I do admit to some worry over parent reactions. There is certainly the potential for someone to suspect I'm pushing a covert agenda for Satan, I suppose. But at this point I know I've got my administration behind me (they've been thrilled with my past classroom gaming and parent responses to it), so I'm damning the torpedoes and going full steam ahead. At the end of the day, the negative stereotypes towards D&D will only be defeated by putting positive experiences with gaming out there to replace them. Judging by the number of students at my school who enjoy Magic, WoW, and other similar hobbies, I think the Regan era fantasy-gaming paranoia is fading fast. I hope to drive a few last nails into that particular coffin.

One place that Ycore Rixle and I are in complete agreement is our belief that D&D is inherently educational. It doesn't need to be 'made educational'. It may need to be modified a bit for purposes of play speed or ease of learning, but the game itself is a solid educational experience if you can get students into it. By using historical and literary settings for student gaming, this educational potential is broadened further still. After all, if you're going to explore a map while your party adventures through the wilderness, why not make it a map of medieval France or ancient China?

That's enough for now. Like Ycore Rixle, I appreciate thoughts, comments, and experiences from others. Hopefully by comparing notes, we can all improve our gaming and educating!

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Comments

  1. Old
    Hello,

    My wife is a teacher and she was wondering what your class size was to be able to achieve a D&D classroom. She is also interested to hear how this is going, so we will be checking on your blog frequently. Best of luck to you as you get this going.

    ~~JM
    permalink
    Posted 7th September 2008 at 05:17 PM by jamesmay1983 jamesmay1983 is offline
  2. Old
    Gears's Avatar

    Class Size

    Hi James,

    In these classes, I have a very favorable class size for the coming year. My D&D classes (at this point; more signups and student transfers will continue throughout the first month of class I expect) average at 10-12 students per class, with a couple dipping down to an even more enviable 8.

    Having learned a valuable lesson in past years about the number of characters a classroom game can accommodate, I'll be having most students pair up to run a character. That will give me something very close to the current D&D edition's standard assumption of a 5 character adventuring party.

    Running characters in pairs is helpful for classroom gaming for a number of reasons. First, it means that a character won't miss a beat even if one of the students running the character misses a class here and there. Second, it allows students who don't want to be 'put on the spot' to share the spotlight with a buddy...this tends to diffuse any awkwardness towards roleplaying that certain students may have. Shy students can enjoy rolling dice and making tactical decisions while their partner does all the talky-acty stuff. Third, in my classes it allows the partners to collaborate on research projects and presentations that will earn their character more XP.

    Pairings are important, and it really helps to take a week or two to get a feel for your students' personalities before agreeing to any pairings. You don't want students paired up in such a way that one partner simply sits back and leaves all control in the hands of the other. You also don't want students who are likely to disagree alot to become partners (when occasional disagreements do happen, I usually let the partners resolve it with a dice roll or something similar).

    So that's my class size and how I break it down to a gameable student ratio. I hope the info is useful!
    permalink
    Posted 7th September 2008 at 08:54 PM by Gears Gears is offline
  3. Old
    Angellis_ater's Avatar
    I have to ask, does your school follow a specific pedagogue? By your description it sounds like a Steiner/Waldorf-school?
    permalink
    Posted 9th September 2008 at 01:43 PM by Angellis_ater Angellis_ater is offline
  4. Old
    Gears's Avatar
    We are heavily influenced by Waldorf philosophy, but we have some notable differences as well. To my knowledge, we're only the second school in the US to function in the way that we do. The first was somewhere in California, but the name escapes me at the moment.
    permalink
    Posted 9th September 2008 at 07:42 PM by Gears Gears is offline
  5. Old
    Ethalias's Avatar
    I'm sure you will begin to cover this in future posts, but I am fascinated by how you will use the gaming elements to convey historical fact, and in what way you think this will be more beneficial than a more traditional method. I ought to say at this point that I am not asking in a sceptical manner as I have strong feelings that alternative teaching methods such as this have great scope to engage students in a more powerful way than traditional methods if for no other reason than for the fact that they stand out, and will provide additional motivations outside of purely academic achievement.

    I look forward to following your experiment and applaud both you and your school for your brave and open minded attitude. I wish you the best of luck.
    permalink
    Posted 11th September 2008 at 03:43 PM by Ethalias Ethalias is offline
  6. Old
    Angellis_ater's Avatar
    It did sound alot like Steiners philosophies on pedagogues and how to teach children. Mind sharing those notable differences for those who are interested?
    permalink
    Posted 12th September 2008 at 08:57 PM by Angellis_ater Angellis_ater is offline
 
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