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Thank you so much for joining this group everyone. My name is Keenan Kibrick I'm a teacher whose job is to teach teachers how to improve the delivery of education to 21st century students. One of the best educational tools I have noticed is the use of RPGs as an educational tool. However, overall I have seen it used very rarely as a classroom tool.

My goal is to help make RPGs in the classroom a more common tool at schools. They are a very powerful educational tool that help students engage with reading, improve communication, improve storytelling ability, improve knowledge of history, encourage the act of research, encourages creative thinking, and so much more.

The goals of this group are to make a place to share ideas about how people can use RPGs in the Classroom, share examples of RPGs in the classroom, and create a community of teachers and game designers that can work together to try and make the use of RPG as an educational tool more widescreen and successful throughout the world.

If you are a teacher please share your stories and examples of how you have used games in the classroom. If you are a game designer please share ideas on how teachers can improve and adapt games to better reach students and teachers. Thank you all for joining and I look forward to your posts. 

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Here's a post looking at some of the ways people have been playing Amazing Tales since it's release. Loads of great ideas for role-playing with kids from the Amazing-Tales community.

https://amazing-tales.net/2018/07/16/amazing-variations/
Amazing Variations
Amazing Variations
amazing-tales.net

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As the school year approaches. I thought I would talk abotu making our classes games. I hope you enjoy. Let's make our classrooms a game. In this latest episode, I make shout outs to the amazing people that add Games to their classroom. @jcorippo @creativeedtech @mpilakow @DanielPink you are all talked about. #games4ed #cuerockstar
https://www.gamesanded.com/e/episode-07-making-your-class-a-game/

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My high school gaming club never rests, and we have been at it in June playing +Misspent Youth and D&D, and the students were even kind enough to do some playtesting of an original classroom game (about early medieval culture) that I've been working on.

This Sunday, I'm going to mention to them the +Game Chef competition in August and see if they have an interest in collaborating to put a new game together. I asked about group entries, and there doesn't seem to be anything prohibiting this. If there are any students or student groups out there who might be up for taking a stab at game design, please pass this along. The competition begins on August 17 and ends on August 26.

http://www.game-chef.com/2018/07/10/game-chef-2018-dates-announced/

Playing off my earlier post to the group . . . Would there be any interest or value creating and "publishing" in a Student Guide to RPGs and a Teacher's Guide to RPGs?

Topics covered might include safety, basic improv techniques for classroom RPGs, a beginning exercise or two, good and bad approaches to role playing, storytelling building blocks, how to run school gaming clubs, etc.

There are so many good ideas scattered about (in this group, in the LARP community, on the podcasts with people like +Ben Robbins and +Meguey Baker, and I could go on). But for beginning (and even seasoned) teachers and students, a guide that distills the key ideas and tailors them specifically for a classroom situation might prove useful.

An analogy: In my English class for juniors, I have them lead and participate in intense Socratic seminars discussions. The students do a great job, but initially, they were not. What helped was a short pdf I cobbled together with material covering the elements of leading an engaging discussion along with some practice exercises. I now use that packet at the start of the year and spend a couple class sessions working through the exercises, doing some modelling, etc. That systematic approach gives the students confidence and it makes them much more effective at engaging in high level discussions.

If anyone has more ideas for these guides or topics that you'd want covered, please reply to this post.

And if anyone would like to help actually putting the guides together, let me know and we can divide, conquer, and collaborate.

I'm envisioning this to be short: Just a brief overview of key topics to get the ball rolling and to help out the students with their initial role playing endeavors, and perhaps a few links. The end product would be two handy (and free ) pdf guides which teachers could use with their students.

And if I'd be reinventing the wheel here--if there is already a good guide for RPGs in the classroom--let me know and we can just post the link (and I'll save myself some work).

Game on!

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Some may already know about the game of Diplomacy, which has been a staple of my high school for many years now. It is used in high school history classes to teach about the balance of power, Machiavellian politics, and WWI.

It is quite a wicked game (both in the sense of being engaging and in the sense of involving some strategic backstabbing). And it is a game that is quite flexible with time once you have a system of keeping up multiple game boards. Foam boards with maps taped on top and pins work nicely, and there is an online version which you could use.

The game has become so popular, that during much of the year, I have running games going on in my classroom with the gaming club. If you want to put your resourcefulness to a test, try playing a game with students!!

The game is also great for thinking about ethics, and in that regard, it is not for the faint of heart!

Click below for one teacher's experience.
And here is what his students had to say:
https://boardgamegeek.com/thread/386460/diplomacy-classroom-massive-report-pics-video-refl

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I'm wondering about the best way to go about introducing role playing in a classroom setting. (I'm thinking of the high school level in particular, but ideas for earlier grades would also be useful). While everybody has experience with spontaneous role-playing in childhood, when students are role-playing in the classroom, they can become very self-conscious, not to mention lost. What are some of the things a teacher can do at the start of the year to start setting the foundation for some positive and effective role-playing experiences?

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So glad that I just recently found this community. I've got a good handle on running a game club in high school, but the vast unexplored territory is how to use games in the classroom.

I'm a middle-aged high school English teacher with 25+ years experience in the classroom . . . and I'm also a game player (RPGs, but also Go, Diplomacy, etc.). I'm in the midst of playtesting a self-designed game dealing with Beowulf and early medieval culture which I will be using this upcoming year. The experience of designing the game has brought a number of key challenges into the spotlight. Here are some (in no particular order).

1. Game designers are seldom "in-the-classroom-trench" teachers, and "in-the-classroom-trench" teachers are seldom game designers, and this has consequences for the types of games made and for their actual usability in the classroom.

2. Most rpgs and board games are designed for small groups of 2-6 players. There are very few games designed for classroom size. In addition, the time schedule of the classroom makes many games untenable.

3. There is not, to my knowledge, a good online "warehouse" for teachers interested in using games in the classroom. What I'd love to see would be a solid, vetted internet site that is well designed and organized with links to great classroom games (fully finished, playtested, etc.).

4. Teachers who design solid games are at a loss when it comes to publicizing and distributing their games to other teachers (though this seems like a golden opportunity for a venturous indie publisher with vision).

5. Games are misfits when it comes to the way schools usually think about curriculum. For example, I could (in my mind) fully justify teaching something like "My Life with Master" as a classic of game literature, but I'm sure eyebrows would be raised in the administration if I did so (in a way that they are not raised when I teach a text like "Maus" or a film like "Apocalypse Now").

And there are others issues, but 5 seems like a handy number for now. I'm looking forward to making headway on some of these issues this year.

And I'm loving the new podcasts!

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This episode is directly in the area of the IIE. An interview with +Meguey Baker about how to turn any situation into a game. Forget dice, forget rules, make anything into a game and keep engaging people in the learning...Including Little Miss Muffet.

https://www.gamesanded.com/e/episode-06-interview-with-meguey-baker/

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This post is near and dear to why I created the IIE. It's about knowing when to run. The advantage of not fighting all problems head-on. Games help with this skill and using this effectively in class is amazing. I hope everyone here will listen. https://www.gamesanded.com/e/episode-05-you-dont-have-to-win-every-fight/
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