Research

Role Playing Gamification in the Science Classroom

Role Playing Gamification in the Science Classroom

Role Playing Gamification in the Science Classroom

Role Playing Gamification in the Science Classroom

Timothy Normandt

Abstract

“Invented in 1972, Dungeons & Dragons was a brand new way to play games—utilizing the strongest computer humans have ever conceived: the human brain. This project strives to categorize some of the techniques used in the classroom as role playing in their own right. The purpose of all gamification, role playing and SEL, and the satanic panic that came out against Dungeons & Dragons are looked at. This paper additionally looks at some examples of role playing in the classroom that have succeeded at a small charter school in Minneapolis. These findings underscore the equity achieved by allowing for student choice when planning how they will show their mastery of what we are working on. In addition, this practice allows students to work on something they care about, which evens the playing field for all parties involved.”

Reference

Normandt, T. (2023, Fall). Role Playing Gamification in the Science Classroom (Master’s capstone). School of Education and Leadership, Hamline University. Retrieved from https://digitalcommons.hamline.edu/hse_cp/990/

Keywords

Dungeon Master (DM), Storytelling, Immersion