The hidden third option: The use of tabletop gaming in social instruction

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Scott Allen, Psy.D., is Director of Psychological Services at College Living Experience (CLE) in Austin, which provides wrap-around supports for young adults with learning differences such as Autism Spectrum Disorder and ADHD. His guest post explains the rationale behind using tabletop role-playing games to teach social skills in CLE Austin’s highly successful programs. An earlier version of this article appeared on the CLE website last year, and we are honored and excited to share it with Alt Ed Austin’s readers.


As a kid of the 80s, video games were a big part of my childhood. I was always interested in having the newest game system and trying out the hottest game. They were a refuge for me after a rough day at school, and a way for me to relieve the frustrations of everyday life. Anyone who has defeated a particularly difficult boss can attest to the senses of accomplishment and pride that accompany this amazing feat. At that point in my life, gaming was a relatively solitary activity that I used to help me cope with the stresses of each day.

There was another side of gaming that I knew about but did not explore in my youth. I had a small group of friends who would talk about playing D&D (Dungeons and Dragons). I thought I would somehow be considered uncool for playing D&D, so I dismissed offers to play the game. As a kid, I was a “closeted geek.” Boy, did I miss out!

Flash forward to my time at CLE. In our Austin center, I have placed great efforts on making our social programming interesting and fun for our students. My approach to teaching is mostly interest-based as I feel that students learn best when they are truly engaged and enjoying their activities. One of my colleagues introduced the idea of tabletop role-playing games (RPGs)—the broader category of games that include D&D and other games requiring participants to take on the roles of characters—as social-teaching tools. I overheard her leading some games in the lounge, witnessed the student engagement, and took note of what great social opportunities these games are.

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With my support, my colleague led several tabletop gaming groups. For anyone who hasn’t played, here’s a quick primer. Tabletop gaming has a few general facets:

  •  Players assume the roles of characters who are not themselves (though they may integrate aspects of themselves into their roles). Players stay “in character” during the game and interact with each other as their characters would.

  • Games are loosely structured, giving players quite a bit of leeway in making decisions in the game.

  • There is a Game Master, or GM (a Dungeon Master, or DM, in D&D), who leads the adventure. GMs can keep the game very structured, leading the group down a preset adventure, or can be very unstructured, with a more improv-based approach.

  • There is opportunity for adventuring parties to coordinate and discuss plans for the game. The best games have characters with varying skill sets, allowing the party to take advantage of each character’s strengths.

  • Despite all the planning the party may perform, there is still an element of chance in the game, usually in the form of a dice roll. When characters use their skills, they roll dice to determine success or failure (called a check in gaming terms).

  • There are usually elements of exploration, interaction with non-player characters (NPCs), and various forms of battle in tabletop RPGs.

In my experience as a social-skills instructor, it is hard to think of approaches that are more effective in teaching social interaction in a completely nonthreatening way. Our students love this approach, and we have seen evidence of the generalization of skills outside the gaming setting. Tabletop gaming is also a great way to work on executive functioning components, such as planning, prioritizing, flexibility, and emotional control. Below are a few of the many skill areas that can be addressed using tabletop gaming.

  • Perspective Taking: It’s hard to think of a time in the game when you do not have to take another person’s perspective, as you are acting out a character the entire time. Players also interact with NPCs, often requiring them to understand how to gear communication in order to reach an optimal outcome.

  • Flexibility: Anything can happen in tabletop games, and parties must adjust quickly to rapidly changing conditions in the game. One important concept in tabletop gaming is called the hidden third option. Often in the game (and in life), we encounter situations when we seemingly have a limited number of choices. In a tabletop game, you might run into a situation where you must fight or avoid a rat, for example. The hidden third option might be to use some cheese to lure the rat to distract a bigger enemy, allowing you to slip by.

  • Teamwork/Cooperation: The best tabletop adventures require a wide range of characters with different skill sets. When presented with a strength-based challenge, the team needs to have a fighter or a warrior in order to be most effective. However, a mental challenge might require a wizard or a cleric. In addition, parties might encounter puzzles or team-based challenges that require players to work as a group to solve them. When one player struggles, the team must step in to help that player, or the entire party might suffer a grim consequence, like a Beholder wiping the party off the face of the world.

  • Planning: Although much of the game is done on the fly, skilled parties often plan sequences of actions that depend on the success of prior actions. Sequencing and coordination of actions is very important in battle situations and puzzle solving during the game.

  • Communication: Non-player characters may respond differently to players’ characters, based not only on what they say but also on how they say it. For example, if a player demands an item in a rude way, the NPC might respond in kind, refusing to give the item, destroying it, or fighting the party. This allows players to have “real” opportunities to work on communication skills without having to deal with the consequences of an embarrassing interaction in real life.

My experiences playing these games at CLE led me to seek out others who enjoy tabletop games in my outside life. I have joined a group of tabletop gamers and have learned to embrace my inner geek in a way that I never had before.

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A couple of year ago, unfortunately, my colleague left CLE, and we were in need of new GMs. How did we handle that? First, I gave myself a crash course in how to run a tabletop gaming group. I have been able to run games with premade stories and alter the games based on the needs and goals of the participants. For example, one week I set up a situation where the party needed to utter the magic word help in order to move forward in the game. The reason I added this element to the story was that a student was struggling with asking for help in their everyday life. I am currently running a brand-new group with students playing as superheroes. This will be my first time generating and executing a completely original story.

Second, we have had CLE students volunteer to run tabletop gaming groups with staff assistance. We currently have a student who has made his own tabletop gaming system based on a popular video game. It has been great to see this student lead the game, ask the group for feedback, and integrate the feedback into the game.

Learning how to socialize can be seen as boring or useless for many of our students, but the social skills they learn at CLE are among the most critical in terms of job success and building lifelong relationships. It’s sometimes difficult to talk about areas of life that are challenging, and socialization is often challenging for our student population. The use of interest-based techniques, such as tabletop gaming, helps to take the “edge” off social training, making it fun for both participants and instructors.


Scott Allen

Fun leads to mastery in game-based education

Some of the most innovative, forward-looking alternative learning experiences for kids today are built on the notion of games and gaming. Edutopia, the teaching and learning website, even has a Pinterest board devoted to game-based learning. Many commercial games that teach biology, math, history, geography, and every other subject imaginable are infiltrating traditional classrooms, and for particular subjects or problems, that makes a lot of sense. But for this blog post, I wanted to look at why educators would create an entire curriculum based on gaming.

Thinking hard, gaming hard at Quest to Learn, an alternative public school in New York City

Thinking hard, gaming hard at Quest to Learn, an alternative public school in New York City

In New York City an innovative school for grades 6–12 called Quest to Learn is an evolving project to improve kids’ learning, empathy, and collaboration skills. In reading about Quest, I learned the basic tenets of the gaming approach—and then I was lucky enough to interview Austin’s own Cheryl Kruckeberg, who has been advocating for game-based education and running Game of Village, a program based on these tenets, for years.

Quest’s founders, a nonprofit group called the Institute of Play, created an alternative, publicly funded “school of choice” entirely focused on games for a few key reasons, including:

  • Games ask us to collaborate with others and learn by doing.
  • In a game, teachers and students can see immediately whether they are succeeding or failing and can go back and try again, or “iterate.” Failing is an important part of learning in any game, and (unlike a failing grade in a traditional classroom) helps motivate kids to keep trying.
  • Learning happens by doing!
  • Everyone gets to participate and contribute something unique to the process.
  • Feedback happens in the moment, not days or weeks later in an exam.
A long-running Austin program centered on interdisciplinary learning through role playing and world building

A long-running Austin program centered on interdisciplinary learning through role playing and world building

My talk with Austin’s Cheryl Kruckeberg reinforced many of the notions above with real-life examples from Game of Village. Cheryl says that one of the best things about learning through play is that the consequences aren’t dire, so kids can go all out to win, but if they lose or make mistakes, it’s just a game. “Tomorrow they come back and try again.”

The problem in most grade-based education, says Cheryl, is that it tells kids that an “F” is a statement about who they are, and that may very well change how they think about themselves. “All of that judgment is gone in the concept of the game,” she explains. Kids are having fun and working together to improve, not anxious about judgment and evaluations from others.

“Play is the modus operandi of learning—the way to knowledge, to intimacy, to relationships with the world and people in it,” Cheryl continues. “Jean Piaget [the pioneering child psychologist] said that play is for the pleasure of mastery, and I think that’s right. Kids will do things for play and bend themselves into pretzels to overcome any challenge for the sheer pleasure of mastering something—to get to the next level in a digital game or board game, for example—when they wouldn’t do that for the sake of rote classroom learning.”

Readers of the blog may have met Cheryl a few months ago, when she wrote a blog post about exactly how Game of Village works—creating an entire alternative village-world on a 1/24 scale, with 3-inch avatars, or “peeps” who inhabit the village. Games ideally last about 25–30 days and include around 25 kids, but the time period can span an intensive five or six weeks, or can be spread out over an entire school year for one day each week.

From a recent Game of Village showcase

From a recent Game of Village showcase

I wondered what kind of learning objectives and structures the Game of Village mentors begin with, and Cheryl explained, “What we do is set some basic take-aways and usually a time period and geographical setting. It’s important to have some parameters, so that kids have something to push against. From there, they have a lot of freedom to explore.”

“Recently, we launched a village of the future, which kids love because of all the gizmos they can try. Our goals were to talk about sustainability and climate, including exploring sustainable living systems. The kids got an invitation to help the inhabitants of a distant planet that had used up all its resources. They had to build a model sustainable village and educate the aliens on how to use it. The kids had to research carbon footprints, carbon capture, how to produce electricity through solar, wind, and wave technology versus fossil fuels—explaining their impacts and long-term viability. They designed homes and civic systems. It’s exciting because the way each village evolves is organic, and the mentors release control of the game to the kids as soon as possible.”

A Game of Village participant tinkering toward mastery

A Game of Village participant tinkering toward mastery

Often the kids in Game of Village are of a similar age—around 10 to 14, but sometimes there are 8-year-olds, and those kids find unique ways of playing the game, says Cheryl. “The older kids get into the heady stuff and deep research, but younger kids do more of the crafting.” Just as in real life, both thinkers and crafters are critical to success.

Cheryl also believes that interactions between the students are invaluable in teaching students about nurturing and supporting each other. “We have kids who begin at a young age and then move into leadership roles as they get older. There are times when something the little ones need to do is a task they can’t handle, so we have older kids who are ‘village mentors in training’ and do safety training that allows them to help younger kids and reinforce their own learning at the same time. Our traditional schools separate kids so much that this important mentoring time is gone, and that’s a huge loss in our society. The Game of Village tries to avoid that separation. Kids need the opportunity to nurture.”

“For me, somewhere along the line education got separated from learning,” Cheryl explains. “People really want to learn, and that distinguishes us as a species. Sparrows will just build nests the same way, over and over—but human beings want to try this, that, and the other thing, always trying new alternatives.” In a nutshell—or an eggshell—this is what game-based learning provides.

Pacifica Village

Pacifica Village

Game of Village kids completed their creation of Pacifica, a sustainable village for the planet Kepler-9D, on May 19 at AHB Community School. Students at Integrity Academy will experience a full unit of Game of Village next year. More information about Game of Village and how your kids can get involved is available here.

And for another fascinating take on role-playing games and learning, check out a recent article by Paul Darvasi for KQED News, about Sword and Sorcery Camps.

Game on!


Shelley Sperry
 

Unplug & Play! A Living School book review

Paula Estes and her intrepid students at The Living School play a lot of games—and learn a lot while playing them. In fact, games are an intrinsic part of their curriculum. So of course they jumped at the chance to review a new book of games for Alt Ed Austin’s readers. Here are their educated opinions.


About a month ago, the students at The Living School set out to explore the book Unplug & Play! 50 Games That Don’t Need Charging, by Brad Berger. Each week we chose a few games to play, discussed our experiences, and worked to get an overall feel for this new book of games. We hope our review is helpful.

The fifty games in this book are grouped into six categories, allowing every student to find games that really spoke to them. While one set of games may require focus and memory recall, another may challenge your word building or problem solving skills. Some of the best games were the bluffing games, where reading the personalities of the other players was key.

We found that most of the games required personal interactions, and many of them led us to learn more about the other players. We were challenged to use our imaginations, let loose, and have fun. The scorekeeping and competitive aspects took a back seat to the laughter and silliness.  

The Six Categories of Games

  1. “Matchmaker, Matchmaker”—making lists to compare with others
  2. “Call My Bluff”—creatively learn more about other players
  3. “That’s My Plan and I'm Sticking to It”—strategy games designed to make a plan to reach a goal
  4. “Ready, Set, Go!”—speed to the answer before others playing the game
  5. “Try to Remember”—memory games
  6. “I’m Puzzled”—easy-to-create puzzles

We all agreed that there were some great new finds in this book. We tried more than 25 games and decided that at least half of those are ones we will play again. Our favorite games came primarily from three sections: “Matchmaker,” “Call My Bluff,” and “Try to Remember.” These games had us laughing hysterically and wanting to play again and again. Our three favorite games were Popular Match, What You Didn't Know about Bob, and Uncommon Combos.

Learning a new game at The Living School
We discussed some of the pros of the book:

  • Great for playing in the car, around a campfire, on road trips, or as party games
  • Nothing but a pencil and paper required
  • A good variety of games, with something for everyone

Some of the cons:

  • It would be helpful to give a suggested age range for the games.
  • Some of the games had very complicated scoring. (We tended to make up our own scoring when needed.)
  • There were some games we tried but never played because the directions were too confusing and frustrating.
  • It would be helpful to put a range for the number of players for each game. (Groups of 4 or 5 seemed best.)
  • The book itself (a paperback) is a bit flimsy and might not hold up well over time and use.

Living School kids play a bluffing game around the campfire

Overall, we think this book is worth the purchase, as it encourages many types of games that will get people laughing and talking, using their imaginations, and challenging their memories. We love games and will continue to play many of these at school, around the campfire, and with our families.

Paula Estes