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History Was Never So Much Fun: Digital Role Playing Game-Based Learning

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 29

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Presenters

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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo Del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Liceo del Valle
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Teacher
Liceo del Valle
Spanish teacher at Elementary School, involved in creating dynamic and playful strategies to motivate children to improve their reading performance. Researcher and passionate of literature for children and young people.

Session description

Turn your history class into a workshop where your students are able to create and design RPG character sheets and cards, maps and boards related to historical events that helps them imagine what it was really like to live in the past.

Purpose & objective

The Role Playing-Games are a very motivating element to work on different contents in class. They have great potential, are versatile, easily adaptable and easy to create through programs like Roll20 or Genially, which are the perfect for playing classic, pencil and paper role-playing over the Internet. These applications for computers and mobile devices allow students to play role-playing games over the internet, offering all possible facilities: maps and character sheets, dice, voice and text chat, and tools for creating educational games.

Many gamification projects for education are indebted to role-playing games. This includes appropriating role-playing game mechanics that translate well to an educational setting, such as substituting experience points for grades and using paper or online character sheets to track skills and game results. learning. But it also involves the explicit use of role-playing game jargon and aesthetics to make learning more game-like, for example by having students adopt avatars, labeling tasks "quests," and emphasizing hard work. collaborative in the form of a "clan" or "guild".

Therefore, the present educational experience tries to deploy a strategy to enhance the teaching of History and its learning, favoring the creative activities of students in order to avoid the mere repetition of information, and contribute to the understanding of a historical process taking into account the structure of society, social relations, the conflict between the different social sectors, the conflicting projects, overcoming a historiography focused solely on the state or historical figures.

While the audience plays, they receive from our students the methodology they followed to design an educational Role Playing-Game starting with data collection of information about a particular historical era, e.g. Paleolithic Period. This information, compiled with the supervision of the teacher, is used to design the characteristic elements of a Role Playing Game: a script where the context is presented, The sheet of the character according to the physical characteristics and abilities of the historical era in which he lived, cards that represent objects typical of the historical period, the missions that the characters must complete, a timeline, a geographical location that will be the base for the map where meet and interact Player Characters and Non-Player Characters (NPCs is a term originally for players of tabletop Role-Playing Games, describing game characters overseen by the "master of the game" instead of the active players).

More than anything, the positive assessment made by the students regarding the proposal to create the Digital Role-Playing Game should be highlighted. This issue was not only evident in the words of many students, but it could also be seen reflected in those students who did not have frequent participation in the subject. In this way, the work proposal managed to attract the attention of students who claimed not to like history, as well as to achieve a valuable collaboration between children who did not normally work together in class, which contributes a lot to a meaningful educational experience. In addition, the students had an active role in the elaboration of the game: they were the ones who made the decisions about what elements to include in it.

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Outline

Students Presenters invite the audience to participate in an RPG game based on the Paleolithic Period.
a. Student presenters expose the context of the story. (1 minute)
b. Student presenters give participants the Character Sheet and explain how they created it and how they will use it during the game. (2 minutes)
c. Student presenters explain what is the mission that the participants must complete. (1 minute)
d. Student presenters present the digital board on which the game will take place, as well as the programs and procedures used to create it. ( 2 minutes)
e. While the participants are involved in the game, some cards will appear on the digital board that will propose risks, challenges and decisions that they must make. Student presenters will explain how they integrated these resources on the board. (15 minutes).

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Supporting research

The RPG Classroom: How Role-Playing Games Have Influenced the Gamification of Education
https://drive.google.com/file/d/1xafrfr4iqDz3ipfQxLjoKbHcwAdhrhmg/view?usp=sharing

Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum
https://dc.etsu.edu/cgi/viewcontent.cgi?article=2662&context=etd

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Participant accounts, software and other materials:
No material needed.
Subject area:
STEM/STEAM, World languages
ISTE Standards:
For Educators:
Citizen
  • Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.
For Students:
Knowledge Constructor
  • Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
Innovative Designer
  • Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.