Roleplaying Games as Teaching Tools

Unfortunately, I don't have time at the moment to thoroughly read this thread, but it has perked my interest and I will return later. I'm in the third year of my teaching degree, so this really interests me. One of my professors mentioned roleplaying as a strong teaching method, but I'm pretty sure she wasn't talking about gaming.
 

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Tonguez said:
Way back when I was 9 we did a unit on Egypt at school, for the assessment we got to dress up as characters from ancient Egypt and 'act the part' - a LARP (I chose to be the Grand Vizier whilst everyone else wanted to be Pharoah or a Priest. At the End the Pharoah had been assasinated and I as Vizier stepped in to bring order to Egypt! (well sort of)

When I was teaching I used a similar concept when we did an Olympic Games unit. I had the students in teams be delegates at the first Olympic Games - they had to make a a nation, a new sport and then justify its inclusion (Unicorn Wrestling was pretty cool)

One day I think it would be cool to have a year long unit where the students start by building a village and eventually create an empire (or not) - complete with Piolitics, Warfare and the occasional Disater and dragon attack!

Hey, that's great! One of my History Teachers employed two games at the end of the School Year. One was based on Ancient/Medieval China and we all played the part of the Chinese, nearly. Secondly, another is like a game of Risk. The purpose of these games was to teach how Society works in Ancient China, and how Diplomacy between nations works. The nation I helped lead was a Theocracy, and we beat a nation of Diabolic Cultists.
 

I my high school history class we roleplayed the major players in World War II. Most of the people in it were really boring about it, but one of my friends and I really got into it. When the teacher said she was impressed with our performances, I proudly announced to the whole class that that was because we played D&D.
 




…. For years, roleplaying games have been maligned and treated as a cult activity. …
Why is this here? Does not support your viewpt.

… However, there is a tool for teaching the lessons of mythology that is quite untapped. Maybe its because it is not politically correct to use it, but it is there nonetheless. This tool is the roleplaying game….. Politically correct?? Um drop it has nothing to do with your argument.

So, what is a roleplaying game? …Explain what rp game is not the problems.


A game like a roleplaying game needs rules. Drop sentence 2. The rules in a roleplaying game govern the creation of your characters, how they adventure, and how combat, if any in the game, is resolved. Rethink this sentence. Have no major problem with rest of paragraph.

So effective is this style of play that the player troupe are effective in teaching each other lessons of ethical and moral value. You will have to support this argument


Many players of Dungeons and Dragons and the host of other games like it often use the pronoun “I” when talking about their characters. “I ran down the corridor and I took my sword and killed the gorgon,” may be typical when a player is talking about his play. It’s as if he was actually there. This is just like Malcolm McDowell saying, “I kill Kirk” when he was talking about his role in Star Trek: Generations. Nice sentence does not match the first sentence. Need to support the rest of paragraph too.


The appreciation of mythology is also a factor. The player troupe who acts through their story arew playing archetypes of the heroes that are ingrained into our consciousness. Our world’s mythology is chock full of stories that have these archetypical characters. … Give examples here …
Acting out these parts teaches a vital appreciation of the stories of our mythology. ..
Ok but next two sentences don’t seem to belong in this paragraph.

… And, in this day and age when Hollywood is outputting poisoned fantasies, a roleplaying game is a form of entertainment that can be controlled by the players themselves. … What does Hollywood have to do with your argument? Poisoned fantasies where did that come from?

So, roleplaying games are unfairly looked over as an effective teaching tool by Educators. Give examples. Ex. A teacher could create a plot recreating the Alamo and have the students play both sides of the conflict.
….Maybe it is not politically correct but the advantages outweigh the disadvantages for the roleplaying game …. Again drop the politically correct wording does not support your argument and you have not given the politically correct argument.

. .. As a writer of published adventures and sourcebooks for these games, I will be very happy if a teacher said that playing Dungeons and Dragons would give a child extra credit. … what does you job have to do with your argument.
 

I think Jasper makes a lot of good points and you should carefully read his suggestions and consider them. I think your essay comes off as a bit defensive. In my opinion, you'd be better off taking the subject of roleplaying games more "matter of factly" rather than assuming your reader has a negative view of them.

My other opinion on the issue is just that, an opinion, and you should feel free to ignore it. I think you focus too much on the benefit of D&D for teaching mythology and not enough on the emphasis on (1) Language Skills (which I consider to be probably the primary benefit I've derived from such games) and (2) Math (which I consider the secondary benefit of such games). I think that Mythology comes well down the list of benefits, both in terms of how much the players actually benefit from it (most campaigns are not set in ancient Greece for example and don't use real world cosmologies and pantheons) and how much benefit the average "layperson" will percieve from it.

I think the ways in which D&D benefit language skills are manifold. First off, I think the Fantasy gaming genre encourages players to read a lot of fiction and the simple act of independant reading is something that many teachers are hard pressed to get their students to do these days. I also know that I've read dozens of non-fiction books because they dealt with issues of sociology, technology, geography, cosmology and ecology that were relevant to my world-building skills as a GM.

Even if players don't read additional fiction or non-fiction, they will still be reading the rulebooks and the PHB alone has a page count considerably longer than many novels and textbooks. Also consider that it is full of RULES. Each of these must be considered and interpreted and that heightens one's critical thinking skills.

The other thing that D&D rulebooks are full of is vocabulary. The default world of D&D deals with a finite set of topics ("Swords and Sorcery" is probably the most succinct way of saying it) but folks hate redundancy of terminology in their gaming books. So the authors of these books hunt down every synonym in the world for the various ideas presented. Your average high school student does not know the word "Thaumaturge". The average D&D player does.

As far as mathematics goes, right up front you have Point Buy as an illustration of "The Law of Diminishing Returns". Also, I agree with bolen above that dice probability is a good illustration of what "The Math of D&D" can teach kids. Ask the average high school student what the average result of 3d6 is and they probably won't say 10.5. D&D players also begin to understand that a single roll where there are equal probabilities of any result (like 1d20) produce a flat distribution of results (assuming a fair die). But rolls like 4d6 or 3d8 or any roll of XdY where X is not equal to 1, will produce a bell curve. This information may not seem hugely relevant to life at first glance, but it is.

Consider this: You are going to buy some stock. You could decide to buy a single stock and put all your money in it. Most brokers consider this a risky investment. This is analagous to rolling your d20 (though hopefully you've done some research and weighted the odds in your favor a bit) in that you will either do well or you will do poorly. Either way, all your eggs are in that basket. But if you diversify into several stocks, it is like rolling your Fireball damage. Some may go down (rolling a 1) and some may go up (rolling a 6) but they'll probably average out to a modest return. They might all tank (rolling all 1's and 2's on your Fireball damage) or they might all skyrocket (rolling all 5's and 6's on your Fireball damage) but odd are against it. And the odds are more and more against it the more you diversify, just like the odds of rolling all 1's or 6's goes down as you roll more and more dice for your Fireball damage.

Now of course there are other ways to impart this same lesson that have nothing to do with D&D. But you'd be hard pressed to get the average 10-12 year old to understand them. Gaming is a way to introduce these concepts at an early age that lays a foundation for their later understanding of how they apply to life.

Lastly, I think that D&D is a good forum for the consideration of ethics as the players mature. While the "Paladin Debates" here on the boards never seem to actually have a resolution, I think that a lot of the points raised are good food for thought. The Law vs. Good dichotomy inherent in every Paladin sets up a perfect argument for the "Good of Society vs. Wellbeing of the Innocent" situation that crops up in our modern lives.

I hope that some of this will be of help to you. I applaud your goal of getting teachers to understand the benefits that roleplaying might have for kids. And I will say that I'm slightly less pessimistic about your odds for success. I have several friends who took "D&D" as an elective in 6th grade (and this was back in the early 80's :eek: ) and I took "D&D Classes" at the Jr. High School during the summer back then too.
 

Jasper:
I'm writing the essay for people who believe in Mr. Chick's Dark Dungeons fallacies. The essay's point is to spread the understanding of what an RPG is, what they are all about, and the benefits derived from it. But I'll gladly read all of your comments.

Rel:
I have not even thought about the Language benefit. Thank you.

My other opinion on the issue is just that, an opinion, and you should feel free to ignore it. I think you focus too much on the benefit of D&D for teaching mythology and not enough on the emphasis on (1) Language Skills (which I consider to be probably the primary benefit I've derived from such games) and (2) Math (which I consider the secondary benefit of such games). I think that Mythology comes well down the list of benefits, both in terms of how much the players actually benefit from it (most campaigns are not set in ancient Greece for example and don't use real world cosmologies and pantheons) and how much benefit the average "layperson" will percieve from it.

I pretty much didn't enjoy the game as much as I would have in my youth since my Parents tried to keep me away from them. In their view D&D is evil, they can't and won't understand them. But despite that, I kept my love of the game. It's caused some arguments and no end of Consternation for me. To this day, I think it's because of their attitude about D&D that I can't get any players, AT ALL! Not even on-line, and I so very would like to DM a weekly game!

So I was only thinking that people who played the game derived as much benefit as I did.

For instance, when I was in Junior High 15-16 years ago, I was a walking Encyclopedia of Greek Mythology. Ask me any question, and I can answer it for you. In fact, I can even tell you about the magic spring that turned men and women into homosexuals (nothing like that exists, I assure you). So I was basically writing from my own experience.
 
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. .. As a writer of published adventures and sourcebooks for these games, I will be very happy if a teacher said that playing Dungeons and Dragons would give a child extra credit. … what does you job have to do with your argument.

Actually, if you don't know, then you're not a writer. So, I'm going to tell you.

Writing is a charity. Whether you write a novel, a D&D adventure, or anything else, you are performing an essential charitable act. Of all the writing jobs there are, being a Screenwriter for Hollywood pays the most. Barring if anyone doesn't steal your story.

Writing something like a D&D Adventure or collaborating on a sourcebook doesn't pay much. I was paid a scant $360 for my last job. But it was a joy to see my name in print. In a small way, I've changed the world. :heh:

When I write adventures, I'm giving the DM a prewritten story to run his players through. So, I'm involved in changing a few people's lives. Imagine if I could expand that influence into the schools. Not only would I have a direct impact on a child's life, but I could have a scholastic impact as well. A teacher could give extra credit for playing a D&D scenario relevant to a particular subject. So I'd win, the school wins, parents win, the child wins most of all.

On the economic side, Distributors may win as well; and companies will have increased revenue. So, through a simple act of Charity, writing an adventure, everyone benefits. :D
 
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