Wednesday, 12 October 2016

Genius Hour Week 3: Final Results


Over the past few weeks I have spent my time just researching and collecting data on the subject of how to integrate role-playing games (RPGs) into classrooms in a meaningful and engaging way.  Well I am happy to say that those weeks of research and planning have paid off.  Due to my readings I am going to present two models of how one can use RPGs in a classroom.  Why two?  Based on the readings I have mentioned earlier in my blog there is a divide between simulation games and role-playing games in classrooms.  You can go back to my previous blogs on my genius hour to be filled in on all the details, but it’ll suffice to say that simulation games are meant to deal with real world events with a competitive edge, while RPGs are fictional and cooperative.  You can read my past posts to know why I have a problem with these definitions.  So here I will attempt to offer an activity which tries to combine the best aspects of simulation games and RPGs, while my second one will be a model that can be used to try and integrate RPGs into all aspects of the classroom throughout the school year.  My hope with this is that the first model will serve as a nice introduction to teachers, while the second one will be a more fully integrated approach.

My first model is more of a unit long activity designed for a grade 10 twentieth-century Canadian history class.  As stated earlier it is a combination of simulation and role-play games, designed to encourage cooperation, competition, inform students of real world events and people, and allow students to take on a specific role and character.  The foundation for this activity is the board game Diplomacy which was published back in 1959.  Diplomacy is a board game for ages 12 and up, and focuses on the themes of alliances, negotiations, and strategy of World War One.  I have taken a picture of the game board, the rule book (only a 23 page manual with many examples, illustrations, and diagrams), the pieces in the starting positions, and the individual player maps which you can see below.  

 Michael, Feagan. (October 12, 2016). Diplomacy Game [Photo].

The game is broken up into 4 main turns (diplomatic phase, order writing phase, order resolution phase, retreat and disbanding phase) which after getting used to it may take students about 10-15 minutes to finish all 4.
  
This is how I would integrate this game as both a simulation and role-playing activity into a classroom.  I would divide the students into groups based on one of the seven countries in the game (Britain, France, Germany, etc.) and each student would take on a specific governmental role with their own specific responsibilities.  An example of this would be a student in the French group being assigned the role of Head Diplomat, it is his/her responsibility to go around and negotiate during the diplomatic phase with the diplomats of other groups and report the progress back to their group.  Or another good example would be a student who has taken the role of a German general, and it is their responsibility to write orders for the armies.  It is the teacher’s job to act as a mediator or “gamemaster” to manage time, collect and read orders, resolve issues, and make and enforce the game rules when necessary.  So far this is a strong simulation game, with lots of competition, a little cooperation within groups, dealing with a real world event, and the teacher takes on a small observational role.  Where this gets a bit more interesting is that students should not just take on the role of diplomat or general, but rather should take on the role of the historical character who occupied that position.  For example a student who takes on the role of a British general is not just a British general, but rather could be playing the role of Arthur Currie.  As part of an assignment tied in with this activity the teacher would give the students a historical actor who occupied the same role they are in.  Then have them research that person so that they can present their findings to the class, but also to best embody that role during play.  I think the best way to do this is by using a trading card web tool such as the one found here to highlight the background and motivation of their historical person that they’ll play as.  Other web tools and learning objects can be tied into this lesson as well, such as timelines.  I have gone to the effort of making a timeline of the beginning of the war in 1914 here, and students could potentially make their own using this tool.  Perhaps one based off of the real history of WW1 and another based on the sequence of events of their game to help illustrate the cause and effect of historical events.  I think this could be an excellent assignment that integrates simulation and role-play elements into a unit while engaging students and encouraging self-motivated research.  I think a similar activity could be continued for a grade 10 unit on World War Two using the popular game Axis and Allies, but that’s a whole different idea for another time.

Now I must discuss how RPGs can be integrated into a classroom for more than just one activity or unit.  This was a hard question to find an answer, not because there weren’t any answers, on the contrary it was the opposite.  There were so many different ways that teachers have integrated RPGs into their classrooms.  Some teachers used them for a lesson or a unit, much like my previous example.  Some teachers like Nix took RPG elements like characters, experience, and loot to inject into their entire class.  Other teachers like Kade Wells took the whole system of Dungeons & Dragons and integrated it as a classroom activity.  There are therefore a lot of different methods of integrating RPGs into classrooms and I strongly encourage anyone who is interested to do some research and come up with a model that works for you and your class.  For me I would introduce the concepts of role-playing to students through language arts and drama to help gauge interest.  This would probably take the form of students making characters in a fantasy setting using any of the wonderful RPG systems that are out there.  I am personally partial to DungeonWorld for its open license and easy to access rules.  I would then try to develop all of my lessons from other subjects such as math, geography, or science to feed back into this game.  This can be done by using examples from the game, such as probability questions for math based on dice and numbers found in the game, or a geography lesson where students are encouraged to craft a mental map based on places travelled in the game.  Or a simpler way of integrating it would be to offer game rewards (such as character experience or items) for students who completed traditional math, history, or geography work.  However, I must state that I would try to be as flexible as possible with how it is integrated.  I would use either the lesson specific model discussed earlier, or the fully integrated one, it depends on the class and what your objective is.

I hope this has been illuminating for you all.  This project is still not quite done yet.  I will have a TED talks on my findings and one last post reflecting on the implications of RPGs in classrooms to come, so keep an eye out.

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