Sunday, 9 October 2016

Genius Hour Week 2: Finalizing Research



For this week, as planned in my timeline, I have continued with my research and have tried to narrow it down and be more selective.  For this week I have found two interesting blogs that deal with role-playing games (RPGs) as a learning tool in the classroom.  Both of these I feel like will be a welcome addition to the sources I currently have, adding some more real world examples and experiences.  However, after last week’s post where I discussed an article’s definitions of simulation and role-playing games, I find it necessary to briefly provide my own definition of what a role-playing game is.  

For me a role-playing game is inherently focused on the development of an individual character, the cooperation of that character with other people’s characters, and someone taking on the role of a dynamic and involved storyteller who unravels the world and events to players.  The problem I have with the definition of RPGs discussed last week is that they do not necessitate a fictional or fantastical setting.  I have read and played many RPGs that have set themselves in highly realistic settings.  For example there is a game where you play as Mormons in the American Wild West called Dogs in the Vineyard.  So I find the distinction of RPGs being fictional to be a little antiquated with the state of thriving indie RPGs filling niche settings and markets.   Now that I feel like I have adequately discussed this I will move on to discussing some new sources.

There were two blogs that I researched and wanted to highlight with this post.  The first one I wish to discuss focuses on a sophomore world history teacher at Native American reserve in Montana named Taylor Nix.  You can find an article talking about Nix’s classroom here and Nix’s blog here.  Nix states that his class was plagued with apathy and wanted to do something to liven up his classroom and engage his students.  Nix began by having his students take on the roles of characters who were adventurers seeking information about different civilizations throughout history.  His students were divided into one of two groups, created characters, and they chose classes or roles to fill within their group.  Once a week Nix would post quests at the back of the classroom, some were to be done individually and others to be done in pairs.  These quests would yield experience and items which would make their character more powerful.  This all culminated into what Nix describes as a “raid” at the end of the unit.  This “raid” was organized like a Jeopardy game with five columns of increasingly difficult questions.  The two teams would them compete to win the raid by answering questions correctly as prep for a test, and after the question was answered correctly the characters could fight a culturally specific monster using the results of dice to determine a winner.  After the raid Nix had the students fill out a “field report” about their adventures, which in reality was just a standard test.  For me this is an intriguing concept, I like how Nix was able to really integrate the concept of an RPG into just about every aspect of his class.  The rewards that were given for completing quests and raids would serve to entice the students and to make later raids easier.  And since there are two groups for the final raids, but the quests are often done individually, there is a certain pressure to do well on the quests so that you may best help your group during the raid.  There is no mention of how these quests or assignments were graded, but I think it might be an interesting idea to award better gear or more experience as part of getting a better grade.  

The other article I have does less to discuss the details of how to integrate RPGs into the classroom and is more about how it affected students as an extra-curricular activity.  Brian Foglia is writing about how Dungeons and Dragons or D&D (a highly popular RPG which has been around for decades) has helped students in his non-profit democratic school in South Jersey.  Foglia discusses how his school’s D&D club has helped students develop skills including creativity, memorization, social skills, arithmetic, probability, reading, writing, and as Foglia highlights as the most important, patience.  I find that this article does an excellent job of highlighting the skills that children would be exercising from an average RPG session.  There is also one thing that Foglia writes that I find really resonates with me:

“I hope parents will come to accept that their child’s natural desire to play is a boon, not a hindrance, to his or her education. It’s the drive to seek fun and novelty that motivates us to grow and flourish. Games are educational because they inspire us to delve into new environments and challenge ourselves — what better way to spend their time at school?” 

I hope that this genius hour project can help and illustrate this fact.  In the coming days I will be posting a model that will help to explain how I would intend to implement RPGs into a classroom.  After spending some time thinking on the subject I am considering making two models.  One would be a blend of simulation and role-play games, something that might be more accessible for some educators.  It would be an activity that would likely only last one unit.  The other model will be a stronger commitment to integrating RPGs into the classroom throughout the year, something similar to what Nix and Wells have done with their class.  I look forward to writing about it and hope that the results will be illuminating for you all.

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