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<blockquote data-quote="Fenris-77" data-source="post: 7605066" data-attributes="member: 6993955"><p>With that age group I would tend to try and leverage things they already know a lot about, in this case video games. Simple scenarios and ideas about interactions and skills should already be familiar to them, you just need to plug into that schema and transfer that knowledge over to the tabletop. Obviously rpgs are different, but when searching for explanatory gusto I'd probably use video game and maybe movie examples. I'd also probably look for visual examples. Movies and games provide a rich resource for showing how a rpg scenario might look as it played out. Visuals are a strong teaching tool</p><p></p><p>Teaching anything to kids that age I usually take a part-part-whole approach. I'd start with some scenario level stuff, designed to highlight each of the three main pillars of D&D - combat, exploration, and social interaction.</p><p></p><p>Done in groups of four they'd work like mini modules, and they should ideally be plug and play for all four participants. Each would have a simple problem to solve, a small map, and just enough detail and role playing info to roll things along. I would also probably tailor each to index player cooperation - give each player a skill or whatever that will be key to solving the problem.</p><p></p><p>I'm just spitballing here, but it's an interesting idea. I'm moving back to teaching at a middle school next year and was thinking about running a D&D club so it's been on my mind. I'll probably post more later, but right now I have to go prep for my grade five savages.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7605066, member: 6993955"] With that age group I would tend to try and leverage things they already know a lot about, in this case video games. Simple scenarios and ideas about interactions and skills should already be familiar to them, you just need to plug into that schema and transfer that knowledge over to the tabletop. Obviously rpgs are different, but when searching for explanatory gusto I'd probably use video game and maybe movie examples. I'd also probably look for visual examples. Movies and games provide a rich resource for showing how a rpg scenario might look as it played out. Visuals are a strong teaching tool Teaching anything to kids that age I usually take a part-part-whole approach. I'd start with some scenario level stuff, designed to highlight each of the three main pillars of D&D - combat, exploration, and social interaction. Done in groups of four they'd work like mini modules, and they should ideally be plug and play for all four participants. Each would have a simple problem to solve, a small map, and just enough detail and role playing info to roll things along. I would also probably tailor each to index player cooperation - give each player a skill or whatever that will be key to solving the problem. I'm just spitballing here, but it's an interesting idea. I'm moving back to teaching at a middle school next year and was thinking about running a D&D club so it's been on my mind. I'll probably post more later, but right now I have to go prep for my grade five savages. [/QUOTE]
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