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.

Fair Play—Gaming to Identify and Understand Racial Bias

A colleague recently attended an academic conference during which he had an opportunity to attend a workshop demonstrating Fair Play. Fair Play, a video game developed at the University of Wisconsin with awards from the National Institutes of Health, the Gates Millennium Foundation and supported by the University of Wisconsin System Administration’s Growth Agenda for Wisconsin grant program, allows players the opportunity to simulate the complex experience of a graduate student. Specifically, according to the website, “Fair Play provides players with the opportunity to take the perspective of Jamal Davis, a Black graduate student on his way to becoming a renowned professor. In this game, players experience racial bias during interactions with other characters, as well as in the virtual environment.”

Screen shot taken from the Fair Play website showing the four main characters and a link to the Fair Play Game Trailer.Players move through five chapters experiencing typical graduate school challenges (identifying an advisor, managing funding, making friends, publishing, and attending conferences); these are magnified through the lens of being an African American confronting biases. The goal is to identify and name biases.

While workshops, such as the one my colleague attended, are available, it is easy to download and play the game on your own. You can view a trailer to get an idea of the content. Even novice gamers will pick up the navigation quickly as the interface is straightforward and explanations are provided along the way. The exercise is enlightening. Although the game centers around graduate student activities, the lessons to be learned are universal, and would benefit faculty and graduate student future faculty alike.

**********************************************************************************

Macie Hall, Senior Instructional Designer
Center for Educational Resources

Images source: Fair Play Screenshot: http://fairplaygame.org/

The Value of Gaming in Higher Education

A recent article in the Educause Review might be of interest to readers thinking about the value of gaming in the curriculum. [See also The Innovative Instructor May 13, 2014 post What is Gamification and Why Use It in Teaching?] Taking Serious Games Seriously in Education by Kristen Dicerbo, July 20, 2015, examines the value that games provide: “Games can serve as a means of not just developing domain-specific knowledge and skills but also identity and values key to professional functioning. The data from games enable understanding how students approach and solve problems, as well as estimating their progress on a learning trajectory.”

Video game controller on a table, back-lit.DiCerbo, Principal Research Scientist at Pearson’s Center for Learning Science & Technology, notes that while educational gamification first focused on engaging students in the curriculum, it was “…found that games align themselves well with theories of learning in many other ways.” The use of games in the classroom can provide “…tighter ties to research-based learning progressions, better links to elements of professionalization, and better design for assessment.”

The article highlights two games, Mars Generation One: Argubot Academy (designed for middle and high school students) and Nephrotex (17-19 year olds). Argubot Academy intends “to teach and assess skills of argumentation, including identifying evidence of different types, matching claims to evidence to form arguments, and evaluating claim and evidence links in others’ arguments.” Nephrotex provides “a semester-long experience in which players assume roles as interns in a fictitious bioengineering firm.” The games archive data while being used so that faculty and students can receive relevant progress reports.

The two games exemplify two approaches. The first is gamification that helps students develop and hone basic skills needed for a course or discipline (the art of developing an argument in the case of Argubot Academy). The second is a simulation situation that enables students to gain a broader understanding of a particular domain. DiCerbo discusses these two approaches in the sections Games and Learning Progressions and Games and Professionalization. The latter can be particularly useful for freshmen new to a discipline who are lost in the weeds of foundation courses that may not appear have any direct application to the major they have chosen. DiCerbo cites evidence that situational games can provide students with a view of what work in the profession might entail and the impetus to persist through the introductory phase of core courses.

“Apart from learning skills and knowledge of a domain, becoming a professional in a given area involves developing an identity, for example as an engineer, a psychologist, or a biologist. Novices must come to understand the beliefs that people in a given profession hold and assimilate those into their own belief structures. Commercial games have long employed the concepts of identity, allowing players to build avatars, join guilds, and form teams, all around specific combinations of knowledge and skill. Instead of building identities as wizards, can we use games to build identities more applicable to the real world?”

The article also covers the assessment opportunities that games can offer. The possibility of “invisible assessment” that comes from analysis of student interaction with the game, and that doesn’t interrupt the learning is intriguing.

DiCerbo concludes with three questions instructors should ask about games:

  • What is the model of learning embodied in the game? What skills are needed for success in the game, and how are they sequenced in the game? Does that match known, research-based learning trajectories?
  • Can you clearly identify cognitive and non-cognitive skills and attributes targeted in the game?
  • Do reporting functions in the game link player actions to estimates of knowledge, skill, or ability?

Gaming has gained a lot of traction in the past few years. This article provides both evidence and incentive for you to think about how you might bring this pedagogical method “into play” in your classroom.

*********************************************************************************************************

Macie Hall, Senior Instructional Designer
Center for Educational Resources

Image Source: Pixabay.com