by Nerd Sourced (pinterest)

Gamification and role-playing in education

Juraj Ulbrich
EDTECH KISK
Published in
9 min readJun 2, 2023

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Gamification and role-playing are two increasingly popular approaches to enhancing the learning experience. By leveraging the inherent appeal of games and immersive storytelling, educators can create a more engaging and motivating environment for students. In this article, we discuss Classcraft, an educational technology platform that harnesses the power of gamification to enhance student engagement and motivation in the classroom. Furthermore, we explore the benefits and potential of role-playing in education, with a particular focus on Dungeons and Dragons (D&D) [0] as a prominent exemplification of a potential role-playing platform. We examine the educational potential of D&D, including its ability to promote literacy, critical thinking, problem-solving, and social-emotional skills. By examining the transformative aspects of these popular approaches, we aim to highlight their value and potential for promoting effective and personalized learning experiences.

Gamification in education

Gamification in education has gained attention for its potential to enhance the learning experience by leveraging the inherent appeal of games. By incorporating game elements, such as points, badges, and leaderboards, educators can create a more engaging and motivating environment for students. These elements provide a sense of achievement and progress, fostering a spirit of healthy competition among students. As a result, students are more likely to actively participate in their learning tasks, leading to increased retention of information and improved learning outcomes.

Furthermore, gamification promotes active learning by encouraging students to take an active role in the learning process. It often involves problem-solving, critical thinking, and decision-making, which are fundamental skills necessary for success in the real world. Students are not merely passive recipients of information but become active participants who explore and interact with the learning content. This hands-on approach to learning not only deepens understanding but also promotes creativity and independent thinking. Additionally, gamification allows for personalized learning experiences by tracking individual student progress and providing immediate feedback. This enables educators to tailor the learning content and pace to address each student’s specific needs, ensuring a more effective and personalized educational journey.

ClassCraft

One notable representative of gamification platforms for education is Classcraft [1]. Classcraft is an educational technology platform that harnesses the power of gamification to enhance student engagement and motivation in the classroom. By incorporating game elements, it transforms the learning environment into an exciting and interactive experience. Students assume the roles of game characters, earning points and experience as they progress through quests and collaborate in teams.

Gamification lies at the heart of Classcraft, providing a gamified reward system that encourages positive behaviors and active participation. Students earn points and experience for achievements, academic performance, teamwork, and other desired criteria. This immediate feedback and incentive system keeps students motivated and invested in their learning journey.

One of the primary focuses of Classcraft is on shaping positive behavior within the classroom. Through the gamified platform, teachers can establish rules, consequences, and rewards, creating a supportive and engaging classroom culture. Students are motivated to exhibit good behavior, demonstrate teamwork, and assist their teammates to earn rewards and unlock new powers.

by Classcraft

The benefits of Classcraft are numerous. Firstly, it boosts student engagement by infusing the learning process with elements of competition and collaboration. This increased engagement leads to improved focus, participation, and a deeper understanding of the subject matter. Secondly, Classcraft promotes positive behavior and classroom management by providing clear rules, immediate feedback, and incentives for good conduct. This helps create a more harmonious learning environment. Lastly, the platform fosters teamwork and communication skills as students collaborate, strategize, and assist each other in completing quests and unlocking new powers.

Classcraft is a fantasy based electronical tool used for complex monitoring of a class but this article will observe the possibilities of such fantasy setting in education itself with role-playing games.

Role-play in education

This article will primarily center its attention on the game Dungeons and Dragons (D&D) as a prominent exemplification of a potential role-playing platform for educational purposes. The rationale behind selecting D&D as the primary focus stems from its widespread adoption and extensive utilization within scholarly articles and papers as a subject of investigation. As a tabletop role-playing game (TT-RPG), D&D has become a pervasive intellectual property under the ownership of The Wizards of the Coast, undergoing continuous development and refinement since its inception in 1974.

Dice set

Premeet Sidhu’s publication, “Exploring the Resurgence and Educative Potential of ‘Dungeons & Dragons’,” [2] introduces the notion of leveraging the mechanics of Dungeons & Dragons (D&D) for educational purposes. By examining the educational potential of D&D, Sidhu’s work illuminates the transformative aspects of this popular role-playing game. It highlights how D&D can serve as a powerful tool in promoting literacy skills through engaging players in reading and storytelling within the immersive narrative context of the game. Furthermore, the publication acknowledges D&D’s capacity to foster critical thinking as players navigate complex decision-making scenarios, solve problems, and strategize within the dynamic framework of the game.

STEM: As stated in article by Paul Darvasi [3], one reason why D&D is beneficial for learning is that it cultivates social-emotional skills. The game requires players to work together, communicate effectively, and solve problems collaboratively. This fosters a sense of community and belonging among players, which can improve their overall well-being and mental health. Additionally, D&D encourages players to think creatively and critically, as they must make decisions that have real consequences for their characters and the game world.

Another reason why D&D is an effective instructional tool is that it is a multidisciplinary and multimodal experience. The game engages players in a wide array of skills and subjects, including reading, writing, math, history, and science. For example, players must use reading and writing skills to create character backstories and describe their actions in the game. They must use math skills to calculate dice rolls and determine the outcome of battles. And they can learn about history and science through the game’s lore and fantastical creatures. This makes D&D a fun and engaging way to learn, as it allows students to explore their interests and passions in a meaningful way.

In particular, D&D can benefit students interested in STEM subjects. The game requires players to use logical reasoning and problem-solving skills to navigate complex challenges, such as designing traps or puzzles. Additionally, players can learn about science and technology through the game’s use of magic and fantastical inventions. D&D also encourages experimentation and risk-taking, which are important qualities for success in STEM fields. By playing the game, students can develop a passion for STEM and gain valuable skills that will serve them well in their future careers.

by Miniatures for Roleplaying

Moral development: The study “Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training” [4] aimed to explore the potential of imaginative role-playing games, specifically Dungeons & Dragons, as a tool for promoting positive moral development in young adults. The researchers hypothesized that the game’s narrative and imaginative aspects would encourage empathy and perspective-taking, both of which are important for moral reasoning and decision-making. Additionally, the researchers believed that the collaborative nature of the game would foster a sense of community and a commitment to ethical values.

To test their hypothesis, the researchers recruited a group of young adults and divided them into two groups: one that played Dungeons & Dragons and one that did not. Both groups completed pre- and post-game measures of moral reasoning, empathy, and perspective-taking. The Dungeons & Dragons group showed significant improvements in all three measures, while the control group showed no significant changes. These findings suggest that Dungeons & Dragons is indeed an effective tool for promoting positive moral development in young adults.

The Dungeons & Dragons group were challenged by such social/moral dilemmas as wether to torture a prisoner to extract information, is native inhabitance a sufficient claim for land ownership, and if stoping the spread of plague is justifiable reason to kill sick person.

Overall, the study provides valuable insights into the potential of imaginative role-playing games for promoting positive moral development. The results suggest that the narrative and imaginative aspects of Dungeons & Dragons can encourage empathy and perspective-taking, while the collaborative nature of the game can foster a sense of community and commitment to ethical values. As such, Dungeons & Dragons and similar games may be valuable tools for educators and parents looking to promote moral development.

Implementation of educational D&D

In terms of utilizing Dungeons and Dragons (D&D) for educational purposes, one notable implementation is the work of Tasia Nakason, who has developed a webpage offering a basic introduction to D&D specifically designed for teachers [5]. Nakason’s work aligns with the findings mentioned in previous studies, which highlight the positive impacts of role-playing games on student development, as well as their potential to create immersive and personalized learning experiences that enhance student engagement.

Moreover, it is worth noting that The Wizards of the Coast, the official support system for D&D, along with their publishing company DnD Beyond, provides educational bundles of materials for the game [6]. These resources are made available to teachers, enabling them to access and utilize them in their classrooms, and even incorporate them into extracurricular activities for students. It is important to mention that this official support from The Wizards of the Coast offers a more comprehensive solution compared to Nakason’s website, potentially presenting a significant challenge for teachers who are new to incorporating role-playing games into their educational practices.

by DnD Beyond

By acknowledging these existing resources and support systems, educators can explore various avenues for incorporating D&D into their teaching strategies, leveraging the benefits that role-playing games offer in terms of student engagement, immersive learning experiences, and personalized educational approaches.

Disclaimer: The game Dungeons and Dragons was selected as the primary subject of this section due to its extensive utilization in the sources referenced. However, it is important to acknowledge the existence of other noteworthy alternatives for role-playing platforms, such as Pathfinder [7], Generic Universal RolePlaying System (GURPS) [8], the Warhammer series [9], and numerous others.

Back to reality

In conclusion, gamification and role-playing have proven to be effective approaches to enhancing the learning experience. Classcraft, a gamification platform designed for teachers, has been shown to increase student engagement and motivation, while also promoting positive behavior and classroom management. Dungeons and Dragons, a popular role-playing game, has been extensively studied for its educational potential, including its ability to promote literacy, critical thinking, and social-emotional skills. Additionally, D&D has been found to benefit students interested in STEM fields by promoting logical reasoning, problem-solving, and experimentation. With implementations already existing both for learning from basics or complex solutions by the creators themselves, it is only up to the willingness to experiment by the teachers to make this fantasy a reality.

Sources:

[0] https://dnd.wizards.com/what-is-dnd

[1] https://www.classcraft.com

[2] Sidhu, P., & Carter, M. (2021). Exploring the resurgence and educative potential of “Dungeons & Dragons.” Scan (Darlinghurst, Online), 40(6), 12–16. https://search.informit.org/doi/pdf/10.3316/informit.961535866968944

[3] https://www.kqed.org/mindshift/51790/how-dungeons-dragons-primes-students-for-interdisciplinary-learning-including-stem

[4] Wright, J. C., Weissglass, D. E., & Casey, V. (2020). Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training. Journal of Humanistic Psychology, 60(1), 99–129. https://doi.org/10.1177/0022167816686263

[5] Nakasone, T. (2020). Dungeons and Dragons in Education: A Usability Study. https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/c479bf7c-e9da-4ac3-bcc8-5300d09bb3c1/content

[6] https://dnd.wizards.com/resources/educators

[7] https://paizo.com/pathfinder

[8] http://www.sjgames.com/gurps/

[9] https://www.games-workshop.com/en-EU/Warhammer-Age-of-Sigmar

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