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Roll for Initiative: How my Love of TTRPGs Transformed my Teaching

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HBGCC - Posters, Table 23

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Session description

In this session, discover how tabletop role-playing games (TTRPGs) can enhance classroom engagement and creativity. Explore strategies for integrating TTRPG elements to foster collaboration and critical thinking. Join the party to learn how a love for gaming can transform your educational approach and inspire your students to thrive!

Outline

Introduction (5 minutes)

Briefly share personal experiences with TTRPGs and their impact on teaching.

Icebreaker Activity: “What’s Your Character?”
Participants describe their favorite TTRPG character in one sentence to spark interest and establish connections.

Understanding TTRPGs and Their Educational Benefits (15 minutes):

Define TTRPGs and their core mechanics (role-playing, storytelling, collaboration).

Discuss benefits for student engagement, critical thinking, and creativity.

Integrating TTRPG Elements into the Classroom (30 minutes)

Present various strategies for incorporating TTRPGs into lesson plans:
Narrative development and character creation.
Collaborative problem-solving scenarios.
Integrating diverse narratives and perspectives.
Engagement Activities:

Using Technology to Enhance TTRPG Experiences (15 minutes)

Introduce digital tools for TTRPGs (e.g., Roll20, D&D Beyond) and how they can personalize and adapt learning experiences.

Live Demonstration:
Showcase one of the tools in real-time, guiding participants through basic features and how to set up a game.

Creative Challenge (10 minutes):
Participants individually create a character profile (using a provided template) that includes unique traits, backstory, and goals. Option to share in pairs.

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Supporting research

Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum on Traditional Stories for the High School Curriculum Csenge Virág Zalka, 2012

Chasing New Worlds: Stories of Roleplaying in Classroom Spaces Karis Jones, Scott Storm, Jennifer Castillo, & Sasha Karbachinskiy, 2021

ROLLING DICE AND LEARNING - USING ROLEPLAYING GAMES AS PEDAGOGY TOOLS Antonio Ruiz-Ezquerro, 2021

https://www.niu.edu/citl/resources/guides/instructional-guide/role-playing.shtml

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Presenters

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Academic Interventionist
Lawrence High School

Session specifications

Topic:

Games for Learning, Gamification and Esports

Grade level:

6-12

Audience:

Teacher Development, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Access to the G-suite would be useful!

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.

TLPs:

Spark Curiosity, Ignite Agency