Role Playing Games (RPGs) in the Classroom: Fleshspace vs. Digital

We are being increasingly encouraged to “gamify” the classroom. Educators such as Cathy N. Davidson (Now You See It)(@cathyndavidson) and Jane McGonigal (Reality is Broken) have suggested that games can help engage students in deeper ways than traditional learning methods.

I’d like to discuss how we can best implement Role Playing Games, or RPGs, in higher education. RPGs are well suited to the classroom because of their structure, which encourages students to identify with their character and their game (and learning objective.) Some excellent pedagogical examples include Reacting to the Past at Barnard, a series of elaborate historical games where students roleplay real historical characters with the possibility of changing historical events through mastery of historical and cultural knowledge (for more information, see my blog post here), and the Practomime project, where Latin students have to thoroughly assimilate into the ancient Roman world to save the world.

The following questions may be of interest: how we can use digital tools to enhance these role playing learning efforts (course websites, wikis as “codexes”, social media for team building/knowledge sharing)? Further, how, and should, these role-playing become digital in form? Most successful classroom RPGs have been “fleshspace” based, where gameplayers meet in person. How can we use the digital to enhance the “fleshspace” experience, and to augment or transform it?

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5 Comments

  1. I am wondering how to conect this with VR and with real interaction with individuals outside of the classroom. VR environments like SL are still the only ones that let you do RP in real time and space in constructed environments AND leave the controlled group to venture out on your own.

  2. I’m also very interested in this, as much in fleshspace as in VR, to be honest. Seems like it might be one approach to my question about meaningful assignments. Looking forward to this!

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