Preparing to Teach: Lessons from a Gamemaster

Once upon a time, just before the age of COVID-19, I was asked to teach a course for an undergraduate minor program through JHU’s Center for Leadership Education. I began my journey to teaching my first course by meeting the program director for lunch. After the proposition, it became clear to me that there was sparse content for this new course on data visualization, and it would be up to me to develop and deliver it the following semester. With only a few months to prepare, I quickly realized that my quest to create something from nothing would be full of challenges that might result in a perilous journey, but the bounties were rumored to be plentiful.

When I started to delve into the instructional design of my course including developing content, setting learning goals, and creating a syllabus, I was delighted by the discovery that there are many parallels between designing a course and creating an adventure for Dungeons and Dragons (D&D). D&D is a type of role-playing game where players take on roles of fictional characters and attempt to complete a fantasy adventure designed and delivered by the Dungeon Master (I will use the term “gamemaster” for its broader applicability). In a D&D adventure, the gamemaster introduces the fantasy world to the players and presents challenges for them to overcome by performing actions as their characters.  As a gamemaster, I realized that I had resources that would help me structure the course, plan activities, and engage my students.

Learning Goals vs Plotline

One of the first parallels I found was that the learning goals provided a structure much like plot elements would provide a structure to a D&D adventure. The gamemaster tells stories and sets the stage for the players to interact, and, with the stories, they build on each other to an eventual climactic event. In both cases, you have to sequence the elements in a logical way that builds up to the desired result such as a learning goal or a successful adventure. For instance, one of my learning goals was to have students apply visual design principles to different types of presentations of data. I invested time up front in my course structure to ensure students knew a variety of data visualization types, could identify design principles that work for each, and had practice applying those design techniques. Ensuring your participants are adequately prepared for their true test is important, whether it be acing their final project or slaying an evil dragon.

Activities vs Encounters

Planning activities for each class felt closely related to the gamemaster’s balancing act of creating encounters for their players. In D&D, each player controls a character with specific abilities set by their current level. As a character gains experience, they unlock more abilities as they reach the next level. The gamemaster has to make sure that at each level, the challenge of each encounter is commensurate with the players’ levels to keep them engaged.

For many weeks in the course, I highlighted a topic that would span two class periods that bookended the weekend. Before the first day, there would be a reading to introduce the topic, followed by a lecture at the beginning of the first day to expand on the topic (the background). Then, the students would work on an activity in class, most times in groups, that utilized the concepts presented in the introduction (an encounter). At the end of the activity, we would chat about the results and the related assignment that would be due the following week (rest and reflect). During that weekend, the students would have a short reading that was relevant to the topic and would complete their assignment (continued journey). On the second day for that topic, we would begin the class with a zero-stakes quiz that was based on the readings and mini lecture (another encounter). We then discussed the assignment submissions in a class critique, offering feedback and best practices in a safe setting (the aftermath). The last portion of the class would expand on the topic with one last activity on the topic (gain experience).

Being a Good Host

Just like sitting down for a game of D&D, when teaching your class, you are welcoming students into your space.  It’s not a space you own, but it is one in which you have control over the tone and the proceedings. As a good host, whether for a dinner party, a classroom activity, or a D&D adventure to clear out a cave of kobolds, you must be aware of how your guests are responding to the experience. In the case of D&D, that means being aware of how each player is interacting and contributing to the story you are building together. From the classroom perspective you should be similarly mindful of student engagement and progress. You can achieve this not only with summative assessments (the results from quizzes, assignments, etc.) but also formative assessments (ungraded quizzes, surveys, etc.). For example, a mid-semester survey can help inform you of what the students are enjoying about the class, what could make it better, and any issues with the content that they are having trouble with.

Side Quests

The concept of a Side Quest in gaming refers to an optional task to achieve a supplemental benefit for your character. I used this concept to offer extra-credit assignments that would allow the students to gain bonus points towards assignments, participation, or the final project. The Side Quests provided the opportunity for the students to reengage with the content, give them more data visualization practice, or reflect deeper on topics. The following are examples of a few of my favorite Side Quest assignments:

  • Find the Gestalt!”: Students find a data visualization and describe what gestalt technics were used and where. This provided more practice identifying technics in the wild.
  • You be the Instructor!”: Students develop up to five challenging quiz questions from the course content that had accurate answers. This allowed them to think deeper about a topic.
  • Journal of the Journey!”: Students submit pages from their class notes/sketchbook. This incentivized them to record tidbits from class that they found interesting, which gave me feedback on the parts of the course that resonated with the students.

Final Thoughts

D&D helped me to pull from years of experience as a gamemaster. In the end, as long as you are thoughtfully guiding your participants/students/adventurists to new heights through balanced challenges, they will all surely level up to be ready for their next adventure.

Reid Sczerba, Digital Solutions Designer
Center for Teaching Excellence and Innovation

Image Source: Reid Sczerba, Pixabay

This blog post was adapted from the full article, “Lessons from a Gamemaster,” which is part of our printed Innovative Instructor series.

A Guide to Bloom’s Taxonomy

A few years ago at an instructional workshop for university professors the following question was posed to the attendees: “What do you know about Bloom’s Taxonomy of the Cognitive Domain?” Most of the respondents answered, “Whose taxonomy of what?”

That answer indicates a general lack of knowledge about one of the most basic pedagogical principles in education. Here are some straightforward guidelines on what Bloom’s taxonomy is and how you can use it in your class.

In 1956, Benjamin Bloom (an American educational psychologist),with collaborators Max Englehart, Edward Furst, Walter Hill, and David Krathwohl, published a framework for categorizing educational goals: Taxonomy of Educational Objectives familiarly known as Bloom’s Taxonomy. The framework consisted of six major categories: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation. The categories after Knowledge were presented as “skills and abilities,” with the understanding that knowledge was the necessary precondition for putting these skills and abilities into practice.

The New Version of Bloom's TaxonomyIn 2001 Bloom’s taxonomy was revised by a group of cognitive psychologists, led by Lorin Anderson (a former student of Bloom). To update the taxonomy to reflect 21st century work the authors used verbs to re-label the six categories and included “action words” to describe the cognitive processes by which learners encounter and work with knowledge. The figures accompanying this article reflect that work. This revised Bloom’s taxonomy proves to be a very useful tool that can be used in all classrooms for several reasons listed below.

Table showing Bloom's levels of understanding and related actions.About ninety percent of the questions students handle in any class are memory questions. The memory level is perfectly respectable and even essential in many learning situations. There are, however, disadvantages in using pure memory that an instructor should keep in mind. The memory level is a tool that promotes the use of short term memory, and the information may be forgotten if it is not used. Another problem with the memory level is that it does not guarantee understanding. We often assume that just because a student can cough up words, facts, and figures that s/he has “learned” and understands the material. That is simply not the case. By moving up the scale to teaching that involves students understanding, applying, and analyzing information, their learning outcomes will improve.

That is not likely to happen, though, without some thoughtful preparation. In instructional design, questioning strategies can be as simple as the intentional progression of questions leading to higher levels of thinking and involvement. Bloom’s revised taxonomy can provide a framework for constructing those questions.

Some examples of how to incorporate Bloom’s taxonomy into classes include the following:

1. Creating Course Learning Objectives 

In education, learning objectives are brief statements that describe what students will be expected to learn by the end of a course, unit, or class period. Instructors can benefit from using a framework to construct and organize learning objectives for themselves and for students. Having an organized set of learning objectives helps instructors plan and deliver appropriate instruction, design valid assessment tasks and strategies, and ensure that instruction and assessment are aligned with the objectives.

For example, learning objectives following Bloom’s revised taxonomy could be constructed as follows.
Students should be able to:

  1. Exhibit previously learned material by recalling facts, terms and basic concepts.
  2. Demonstrate understanding of facts and ideas by organizing, comparing, interpreting and giving descriptions and stating main ideas.
  3. Solve problems by applying acquired knowledge, facts, techniques and rules in a different way.
  4. Examine and break information into parts by identifying motives or causes; making inferences, and finding evidence to support generalizations.
  5. Compile information together in a different way by combining elements in a new pattern or proposing alternative solutions.
  6. Present and defend opinions by making judgments about information, validity of ideas or quality of work based on a set of criteria.

2. Asking Questions

In-class questioning can be varied from the most simple to those that require more thought. These questions can be categorized following Bloom’s hierarchy of cognitive skills. Here are some examples of questions asked about the story Goldilocks and the Three Bears. Do you remember the story line? The little girl Goldilocks visits the home of the papa, mamma, and baby bear where she sleeps in their beds, eats their food, and sits in their chairs.

Remembering: List the items used by Goldilocks while she was in the Bears’ house.
Understanding: Explain why Goldilocks liked Baby Bear’s chair the best?
Applying: Demonstrate what Goldilocks would use if she came to your house.
Analyzing: Compare this story to reality. What events could not really happen?
Evaluating: Propose how the story would be different if it was Goldilocks and the Three Fish.
Creating: Judge whether Goldilocks was good or bad. Defend your opinion.

3: Constructing Test or Exam Questions

This is a combination of the above two points. If the course is arranged around learning objectives, designed with Bloom’s taxonomy in mind, then those objectives can be used to construct test and exam questions. This process will ensure alignment between instruction and assessment and provide validity to your evaluation of students’ knowledge and skills.

Additional Resources

  1. Anderson, L. W., & Krathwohl, D. (Eds.). (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. New York: Longman.
  2. Bloom, B., Englehart, M. Furst, E., Hill, W., & Krathwohl, D. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. New York, Toronto: Longmans, Green.
  3. Davis, B.G (2009) Tools for Teaching, 2nd edition, Jossey-Bass, San Francisco
  4. Southey, R. (1837) The Three Bears. [Note this original version involves a nameless old woman instead of the little girl Goldilocks.]

Richard Shingles, Lecturer, Department of Biology
Director, TA Training Institute and The Summer Teaching Institute, Center for Educational Resources

Richard Shingles is a faculty member in the Biology department and also works with the Center for Educational Resources at Johns Hopkins University. He is the Director of the TA Training Institute and The Summer Teaching Institute on the Homewood campus of JHU. Dr. Shingles also provides pedagogical and technological support to instructional faculty, post-docs and graduate students

Image Source – CC Revised Bloom’s Taxonomy: Andrea Hernandez
Image Source – Bloom’s Levels of Understanding – Actions: Preparing Future Faculty Teaching Academy, Johns Hopkins University
http://www.cer.jhu.edu/graduatestudents/pffta.html