| Wildebob |
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I am a middle school science teacher and a PFRPG addict. Recently, I've been seeing lots of research about video games and cognitive development, decision-making skills, etc. I have posted some of my findings here:
I would like to try an experiment next year. I plan to pattern my classroom after the PFRPG. Rather than "points" for work done, students will earn "XP." Rather than working toward an "A" or a "C," they'll try to reach "level 5," or "level 3." Tests would be "bosses." "Achievements" or "feats" can be earned for special assignments. Etc.
What I would like is to hear the ideas that you all can come up with. Many of you have been playing RPG's much, much longer than I have and some of you may even be educators. Share your wisdom and creativity, please. I'm really hoping this turns out to be a lot of fun for the kids, and maybe even really motivating to a kid who wouldn't normally try so hard.
Black Powder Chocobo
RPG Superstar 2015 Top 16
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In my middle school Gifted and Talented program, we went through a 3 month course similar to Oregon Trail; each person was assigned a profession and trait, but otherwise got to flesh out the rest of their character. Each week, we were presented as whole a different scenario, with some people being given more specific roles based on either previous actions or fate.
Also, at the beginning of each 'session', each person had to draw a fate card randomly from a box. Most were harmless or purely flavorful, but some had more serious effects (yes, getting Dysentery was an option), which that person would then have to either negotiate, act out, or focus on for the rest of the class.
One classmate's character did happen to die due to injuries sustained while hunting. My minister character held the funeral rites... then we roasted his bear quarry that the fallen had managed to kill before succumbing to his wounds.
It was an interesting experience and has thus been on my experience LARPing. Not everyone got quite into it, but most of us enjoyed it.
In your case, perhaps make each class a town; each student has a role in town (one's the blacksmith, another the local adept, a few could be in the militia, etc). Perhaps keep track of each 'town's progress in expansion and economics. Even cooler, have everyone's city laid out on a board (Civ style as noted above) and perhaps have the various classes interact with each other (trade or some limited form of aggression). Depends on how mature you think your students would be at such critical thinking.
Good luck with your experiment if you go through with it!
BPC