Exploring the Use of Role-playing Games in Education by Richard Heinz Patrick Prager
Role Playing Games (RPG) could enhance many parts of our education system. Multiple studies are discussed in the article, in which RPGs are used to study a range of subjects, including math, geography and ancient Greek. The overall conclusion in these studies is that academic progress with RPGs is faster due to increased interest in learning which results in heightened motivation, engagement and enjoyment when studying. RGPs also cover many areas that regular education does not manage to incorporate at this level, including improving tactical insights and assessing moral issues. In the case of multiplayer games, students also enrich their social skills and learn to collaborate. Additionally, RGPs encourage self-directed learning, improving the leadership abilities of students.
With the many advantages that are outlined above, it comes as a surprise that RGPs are not more widely used to educate students. However, there are a few limitations to overcome when implementing RGPs in everyday education. First, not all teachers possess enough knowledge of gaming. It would be a big-time investment for most teachers to learn how to properly use RGPs to enhance their curriculum. Therefore, it is important to include teacher’s feedback when RGPs are designed, to make it easier to implement RGPs in everyday education. Additionally, it is necessary to have a proper gaming computer or console, which is not always affordable for all students/schools.
In conclusion, there are many benefits to including RPGs in education, including improving students’ overall performance. However, it is important to involve the teachers in this process and get funding, so no one gets left behind.
D&Diesel with Vin Diesel and Matt Mercer
As someone who has never played a game of D&D or anything similar, the game offers more flexibility, and engagement than I imagined. Seeing other experienced players, with great and dramatic acting, go through a game was quite entertaining. The overall storyline was straightforward and interesting to follow, however, it was sometimes a puzzle to me how the players made their choices. (Is there a long list of actions to choose from? Or can any decision be made? Or a combination of both?). Although I did not know the exact workings of the game, the video was still easy to follow and enjoy.
It was quite clear to me that the video seemed to be more staged and well-put-together than a normal game would probably be. In a real game, I would imagine that many of the decisions would be discussed more thoroughly, the players would make more misjudgements, the conversation would flow less smoothly, etc. Therefore, I get the impression that parts of the game have been left out in the video, and other parts might have been refilmed to shorten the conversation shown in the video. Even though these (assumed) edits make the video feel slightly staged, it does help to make the video flow and make it more entertaining to watch.
The overall setting of the game and video editing also help to enhance the atmosphere of the video. The players sit in a room with decorations like a skull, candles, a throne, and a surrounding of stone walls and plants. This helps to envision the story, even though regular players would probably not put in the effort to do the same. The editing of the video also helped to enhance the story, with constant switching between video angles, added suspending background music, and some dramatic captions.
Overall, the video is a good example of a D&D game, to illustrate role-playing games to the fullest. The setting and video edits help to make it entertaining for the viewers.
DDAL08-1 The Map with No Names
It is clear that the layout of the document is designed for the game master to find information during the game, and it does not prioritize readability for causal readers. Looking at the design, it follows specific guidelines to keep it consistent across different adventures. This helps the game master to find information, as they do not have to familiarize themselves with a new format each time.
A clear structure like this would also help RPGs to be used in learning. The structured design would ensure that both students and teachers know what to do. This would make studying more engaging, while still keeping it organized.