Wonderama Research: The
Future of Education
Links to Discussion Contents
Opening Analysis
The following discussion reflects the
direction I am leading Wonderama.
I formed Wonderama 15 years ago, creating a work environment and
system, meant not only to use leading edge educational methods, but go
beyond creating and improving on innovations in education. After
13 years of staying in the forefront of science education, and having
survived the damage 9/11 caused through the inward turning of schools,
I decided to change Wonderama’s focus.
If you spend any amount of time in the schools and watch the teaching
of science (or any subject) one main feature will leap out.
Mainstream K-12 science teachers (public, private and charter) teach
knowledge, or facts about science. This is the easiest part of
science education (or any subject) to teach, because:
1) Most educators with a little knowledge of a subject are able to use
a science book to teach kids definitions.
2) Universities train teachers to use a knowledge based educational
style.
3) Tradition, from the start of education in this country used
“knowledge” based teaching.
4) Knowledge based education is the least expensive of all styles.
5) The school day, week, year, the whole system is designed around,
“knowledge” based teaching.
For example, the parts of a plant or animal cell have been well
documented and written about at length, so state and district
curriculum guidelines require teachers to have students memorize the
names and purpose of the parts of a cell. Astronomy works the same
way. Requirements to name the nine planets and place them in
their order from the sun is an easy task. It becomes more difficult to
explain how a planet orbits the sun and predict what would happen if
the orbits of different planets were swapped. We are so locked
into this system that it would be easier to move Mt. St. Helen with a
crowbar that change the way schools teach.
Wonderama was providing educational support to schools within this
“knowledge” based framework. Most of the programs we conducted at
schools provided a reinforcement of the “knowledge” component of a
school curriculum. Next we used examples, connections to student
lives, comparisons, and descriptions in an attempt to teach step two,
comprehension, of Bloom’s taxonomy. Then when possible we used
experiments to allow students to calculate, compute, demonstrate,
estimate, evaluate, and practice through step three,
“application”. The only time (outside the rare student inquiry)
we could really reach the highest levels of Bloom’s taxonomy was when
we conducted our Venture Science Classes (usually in the summer).
This was the only time we had enough contact hours with students
to be able to reach to these levels.
This was no easy task. Every turn was filled with obstacles.
Working in the field of science education is a constant struggle
against the forces of popular culture, which unwittingly unravel the
knowledge base of our country. The recent Star Wars movie is a
classic example. I cringed in horror when I saw a couple robots
blown (by air?) off the wing of a space fighter in the opening
scenes. There is no air in space of course, so this scene
consisting of cool special effects was physically (based on our
universe’s laws of physics) impossible. Of course the entire
movie was filled with awful science. This style of movie so
undoes what Wonderama accomplish’s in our educational programming.
So Wonderama is putting that style of teaching on the shelf for
now. We were very successful and provided the best programs, far
exceeding our competitors at science museums or universities in
quality, content, cost and educational value. It is time to move
up the ladder of Bloom’s taxonomy and develop new innovative ways of
teaching to America’s kids.
Where
to Next?
The question to address at this time is,
“How do we want students to
use the higher levels of Bloom’s taxonomy (analysis, synthesis,
evaluation) in their lives.” It’s time for a current and relevant
example. Our government has decreed new initiatives to convert
automobile engines from gasoline to fuel cells, which burn hydrogen and
oxygen in a chemical reaction producing water and heat. The
government makes two claims about the use of this technology.
First fuel cells will give us clean engine emissions. All the
automobile engine pollutants will be gone. This is true and will
solve many environmental issues, particularly in the big cities.
The second claim is that it will free us from a dependence on fossil
fuels.
Ok here is where we hit the bump in the road, so watch your head.
While it is true that fuel cells do not burn oil, hydrogen and oxygen
are not just lying around ready for us to pump into our cars.
Both chemicals have to be made, extracted, refined. It will take
energy, and lots of it, to make the needed supplies of oxygen and
hydrogen. Where will this energy come from? Why from fossil
fuels of course. So what we have done is transfer the burning of
fossil fuels from cars to power plants. Do you want a power plant
in your backyard? How do we really free ourselves from fossil
fuels? The only way to be free of fossil fuels is to develop and
build power plants that use non-fossil fuels, like wind, solar, nuclear
..... what did I say?..... nuclear ..... OK now what do we do with the
additional spent radioactive fuel rods from the reactors. We are
already having troubles finding a storage place for the current
radioactive rods. Look up “Yucca Mountain” on the internet for a
glimpse of the struggle going on between government and citizens.
The only truly long lasting solution is going to be the development of
fusion, the power of the sun. This will be the cleanest and safest fuel
source around, yet our government spends pennies on research in this
area. Why ? Well to hazard a guess, the individuals who patent a
viable fusion reactor will become incredibly wealthy, while the owners
of coal mines, and oil wells will see a dramatic decline in money and
power. The net result of the proposed energy policy is that we
will still rely on and run out of fossil fuels. A far different
conclusion than our government wants us to believe. Before I continue I
must say that I am NOT a radical environmentalist. I am a scientist and
I follow the facts where they lead me.
So with that example in mind where does education fit into this
issue. The above example is the type of situation where kids
needs to learn “discernment”. I would like the public, and kids in
particular, to have the skills to examine our government’s ideas and
DISCERN truth from fiction. The story the public is getting on fuel
cells is incomplete. It sounds plausible, but because most adults
cannot discern the truth of the situation, they are unable to call for
different energy policies, or even make an informed analysis. It
is to late for most adults to learn discernment skills, but kids can
and should be given the opportunity.
I am using the term “discernment” here because I believe that it is a
word that groups together the top three threads of Bloom’s
Taxonomy. Discernment is analysis, synthesis and evaluation all
rolled into one term.
The importance of teaching discernment is essential to the continuation
of this country as a leading power. Yet our government leaders
seem less than enthusiastic towards the idea, seeming to desire the
lower three levels of Bloom’s taxonomy to be the core of our
educational system. Again ....why? It is my belief that
society trained on using the three lower levels makes for:
1) really excellent technicians .... not thinkers or innovators .......
technicians
2) a country of technicians is easily able to manipulate. Facts
can be twisted, misrepresented,
diminished, and construed to push a particular point of public policy.
Perhaps I am old fashioned, but I was taught that this nation was
formed around the basis of an informed public, able to decide its fate
based on the “facts”. This becomes difficult in the 21st century
because of the sophisticated marketing and advertising methods used to
manipulate the public mind. Here lies much of my motivation. Our
kids .... perhaps our future lies in developing the mind of a child
into the mind of a discerning adult. Discernment is the next step
we can take in America to raise up our children on the educational
ladder.
Developing Discernment
Kids need two things to develop this
skill. First they need to
find, understand (comprehend), and apply information. Then
they need to assemble (analysis, synthesis, evaluation) this
information into a framework that provides them with the wisdom to make
an accurate discernment. Wonderama’s original goals dealt with
the knowledge and understanding part of the discernment process.
Now we are developing methods to help students develop the skills to
assemble this information and use it wisely. We have done
some of the beginning research, but it is now time to study what we
have found in a more formal research setting and publish the results in
scientific journals. Only through this type of initiative can
something “new” be put into the educational system. If you read
this proposal and have any thoughts I would appreciate your input. I am
looking for individuals to collaborate with, funding sources and just
general critiques. The Wonderama email, phone number and address are
scattered throughout this website for your use. Contact me and
open a dialogue perhaps your thoughts can help our kids obtain a better
education.
How do we teach discernment, the ability to take information and
determine if a view is fact or fiction, true or false, accurate or
misleading?
Difficult question, but after some thought I realized there was one
idea I was always promoting at Wonderama’s programs, but unable
to present an effective way of achieving, even though it is key to the
discernment process. That idea is the integration of
different subject areas together. Math, science, history,
reading, writing are important, but they become the most effective
tools for adults when, we integrate them together.
Integrated they allow students to put discernment into place. Many
adults compartmentalize subjects mentally, because it is how they
learned to view the world when they were in school. Even in the
sciences, subjects are compartmentalized. Just open a Discover
magazine and there are articles on Astronomy, Chemistry, Biology and
Technology. This leads to a very linear view of the world and
prevents Bloom’s three higher levels from being utilized.
Yet technology has allowed Astronomy to make major discoveries, and
Chemistry has enabled the analysis of Biology’s DNA in ways we never
dreamed. Ideas from all these areas filter into movies,
radio, food, clothing. If we learn Biology, but have no
understanding of the connections biological information has to other
areas then so much is lost. Even scientists think this way,
oftentimes missing out on a major connection, because they were unable
to look at links outside their narrow subject.
When students take information from unrelated areas and integrate these
areas together, particularly using problem solving methods, they are
more likely to use Bloom’s three higher levels of analysis, synthesis
and evaluation. Wonderama used this idea in many of its classes
from Shark Dissection to Chemistry in an attempt to push students into
utilizing these higher levels of thinking. When we used a linear
approach, as in model rocket building, we were only able to teach
knowledge, comprehension, and application. I will add one last
major pont here. Most students had a VERY difficult time
assembling unrelated information together and would resist our attempts
to teach them in these areas. This pointed out to me so clearly
just how little students actually use Bloom’s higher levels in their
lives. It wasn’t that they couldn’t do the thinking, it was that
they had no exposure with the how and why of learning to think at
higher levels.
Over the years I have seen some wonderful programs attempt to solve
this issue by providing a structured curriculum. For example
there is a High School chemistry program offered by the ACS that ties
chemistry into the real world. Although a great program it is
designed for the novice student with few chemical skills. College
bound students that really need this type of knowledge never see
a day of it. They are required to learn chemistry to an amazing depth,
but with little cross subject integration. As I see it these
types of High School classes are where the student starts down the path
of specialization and scientific tunnel vision. I believe all
subjects can be successfully integrated together without any loss of
content.
The teachers in our schools are becoming less and less able to be
generalists. The subject matter that is taught at middle school
and high school is becoming deeper and teachers are able to only handle
so much material. We can’t ask them to teach more. They are
already maxed out. The trick to teaching the connectedness of
subject matter lies in, when and how we teach students to look for
these connections. This search for a system that can accomplish
this objective is what we have been researching at Wonderama.
Key Elelemnts to a System
The beginning development of any system
starts with looking at the
parameters we need the system to fit. The main objective of this
system is to develop in students a desire, need, tolerance,
understanding, skill set, and knowledge base to search out and use
connections between two or more seemingly unrelated subjects. The
system should also fit the following conditions:
1) easy to use
2) easy to learn
3) inexpensive
4) time flexible
5) work across and through many grade levels
6) utilize current school facilities
7) require little teacher or parent management
8) promote teamwork
9) excite kids to learn
10 encourage study outside of the school
11) encourage the development of writing, reading, and math skills.
12) promote and teach healthy social and moral attitudes
13) incorporate consequences as a result of action
The Solution
The one system Wonderama
has adapted to
accomplish the
objectives listed above is roleplaying.
Ok now that I let the cat out of the bag, I need to explain the type of
roleplaying of which I am talking. A common response from people
when they hear the word “roleplaying” is an image of individuals taking
on the “role” of some person around them. They then act out how they
feel that person will behave in certain social situations. For
example, a parent may take on the persona of their teenage child or a
child becomes their father or mother to help each other gain an
understanding of the others feelings. This helps everyone understand
how the person, whose role they are imitating, feels and behaves. THIS
IS NOT the type of roleplaying we are talking about. Although
this type of roleplaying is very effective under certain circumstances,
we are referring to a whole different system.
The system I am referring to is based on the infamous Dungeons and
Dragons. Now before you throw the book at me, keep on reading and
let me explain where Dungeons and Dragons came from and what it is like
today.
I must diverge to another thread for a moment and point out a bit of
historical irony at this point. In the 50's, 60's and 70's there
was a huge tolerance for kids. Kids could go anywhere and do
anything with little thought for harassment by the community. By the
80's, this tolerance was evaporating and by the end of the 90's had all
but gone away. Most communities currently have laws and
regulations that prevent kids from playing in the street, playgrounds
or yards of their neighborhoods. Most cities even have laws
forbidding the launching of model rockets !!!!!
When my kids were about 11 years old, in the 90's, they were playing
cops and robbers in a forested area behind our neighborhood in East
Lansing. An intolerant neighbor called the police to
complain about the noise and four cops with real guns drawn snuck up on
the kids and jumped out of the bushes ordering the kids to put down
their weapons !!!!!! (all plastic toy guns) It is a miracle
no one was shot. Thirty or forty years before, this type of
incident would have never happened. The irony is how kids adapted
to this intolerance. I hear many adults complain about kids watching
video games. Kids watch video games because it is safer
inside. If they go out they are held to so many restrictions in
the neighborhoods that there is little they can play. Ultimately
it is our lack of tolerance and rules that has driven kids inside to
the computer and video games.
Now back from that commercial break.
History & Development of Roleplaying
After World War II the US was a changed
place. Many new
technologies were developing and people were looking at the world
differently. One area that changed was games and toys. The
development of plastics had much to do with this. Before
plastics, toy soldiers were made of lead or pewter. They were
heavy, expensive and breakable. Generally the cost put them
outside the reach of most kids. The introduction of plastics into
the toy soldier market suddenly allowed millions of kids to possess not
just one or two toy soldiers, but hundreds of toy soldiers. Now
kids could have an army. This led to a change in the critical
thinking skills of kids. I, like so many others, remember having
armies of soldiers, and planning long complicated detail driven
battles. Armies could fight on the carpeted plains of a living
room floor or from couch to couch. Even a jungle of backyard
grass provided an environment new to the toy soldier. This
coupled with better family oriented movies and TV shows, sparked the
imagination. With plastic guns and objects seen on TV kids could
run through their neighborhoods playing, pretending to be FBI agents
after gangsters or Davy Crocket fighting a bear. This burst of
imagination and creativity changed the level of our thinking and I
believe it developed unrecognized by society, the ability to manipulate
facts and information differently than our parents. Is it any
surprise that during this period Bloom’s Taxonomy was developed?
This new imagination and intellectual ability, of post WWII children,
did have its drawback. That obstacle, that difficulty, was
RULES..... yes as much as kids hate rules, a lack of them is what made
these games difficult to play. If a child is playing by themself
they can make the rules up in their own head, any way they choose, as
they go along. However, when playing with a group of other
children, it becomes difficult to decide who wins and who loses.
Without rules it is all subjective, the game breaks down, and quickly
ends, oftentimes with a real verbal or physical fight. As kids
became adults and fighting became unacceptable (after all it is just a
game). Something had to change.
When the 70's hit the time was ripe for a change from a ruleless system
of chaos, to one governed by concrete rules. It had been tried in
board games like Monopoly, Life and Risk with great success. If
you put rules in writing then there can be no dispute, the rulebook is
consulted in search of a resolution to the conflict. It is why
today we have “Scrabble Dictionaries” to resolve those tricky word
spelling issues . The 70's began to see the development of rules for
games about war simulations. One game system that really caught
peoples imagination was Dungeons and Dragons. What Dungeons and
Dragons did was to take parts of the reality of our world and blend
them together with the fictional realities of the “Lord of the Rings”
genera of fantasy books. Dungeons and Dragons took our world and
made rules for anything and everything that can happen. Our
intelligence, wisdom, charisma, strength, jumping ability, running
speed, walking speed, carrying ability, knowledge, clothing, food,
weather, climate, environment, everything and I mean everything was
converted to mathematics. Rules were written for integrating this
information and abilities together.
The game also took out of the hands of the players the decisions for
running the game. No longer did players have to argue about how
the rules would be interpreted or when to use them . Now there
became a third party a person who would “run” the game, called a Game
Master (GM), making all these decisions. The players roles were
changed. Instead of fighting each other, they were working
together as a team fighting the “bad guys”, who now became NPC’s
(non-player characters) who, when you defeated, didn’t care because he
existed only in the players and GM’s imagination. Storylines were
introduced into the game with players taking on the roles of a
particular character in the story and involved in the development and
conclusion of the story. Players were now active, in an imaginary
way, in the story, making decisions they thought their characters would
make. Risk became an acceptable part of the game. Here was an
opportunity to take risk and see if you could be successful in a risky
situation. Because the world is a seemingly random place, with
events happening in unpredictable order, dice were used to imitate this
randomness. Most readers use a six sided dice that looks like a
cube of sugar. However through the wonder of geometry there are
actually many shapes that dice can be made from, including 4
sided, 6, 8, 10, 12, 20, 24, 30, and 100 sided dice. Finally,
here was a game that truly challenged adults.
I must admit that initially, Dungeons and Dragons was designed, for
people who liked statistics, math problem solving, puzzles,
imagination, fantasy, combat and warfare.
Roleplaying Today
Since those early days Dungeons and
Dragons has gone through many
creative changes. Its popularity has brought forth an incredible
variety of role playing games. It seems that every science
fiction or fantasy movie of any notoriety releases a roleplaying game
hoping to capture the excitement of the movie in a roleplaying
version. Still after all these years most of the games are
written to appeal to the high school and college age adult male.
Some women do participate, but only about 5 - 10%, much to my
disappointment. The reason such a small segment of
the population (women) play the game is that the games involve a large
amount of fighting which appeal to the male population. This can
change.
There are so many games out there that we must consider roleplaying a
type of game, a genera so to speak. One that is very
popular. Dungeons and Dragons still exists, but only as one
segment of a large industry. This genera of games has spun off an
incredible variety of other styles and types of games, including board
games, card games, computer games and miniature models. There is
something for everyone. Last year I went to a five day Gaming
Convention in Indianapolis for this genera. There were over
200,000 people from across the world that attended. All there to
play, explore, study, and investigate the style of games that interests
them.
Roleplaying's
Educational Potential
The huge foundation of roleplaying games
is what I started with when I
began looking at adapting roleplaying for an educational purpose.
The first thing I did was to see how closely roleplaying could fit my
criteria listed at the beginning of this section. The brief
analysis presented below showed that roleplaying fit the criteria.
Roleplaying should be:
1) easy to learn. Roleplaying straight out of the box is
difficult to learn. However, the variety of games with varying
mechanics demonstrates the adaptability of roleplaying. It can be
simplified and made grade, subject, level appropriate.
2) easy to use. The most you need for roleplaying is paper,
pencil, dice. It can be made more fun by adding accessories, like
a game mat printed with a grid of 1X1 inch squares, miniatures or
landscape models (think train track landscapes).
3) be inexpensive. The largest cost is the book or books, which
can be used for years to come.
4) be time flexible. The game can be short as in 50 minute blocks
of time or long for many hours. A storyline can develop and go on
for days.
5) work across and through many grade levels. The earliest I
would start roleplaying is 4th grade, after that there is no
limit. The reason is the difficulty in earlier grades students
have distinguishing reality from a pretend world. Kids know by
4th grade that Donald Duck is not real. There should be earlier
grade level preparations for roleplaying, but these would not require
additional classroom time. Their purpose to make kids aware of
roleplaying as a fun activity they will be doing at a later time.
6) utilize current school facilities. The game can be set up in
any classroom or room with chairs and a table.
7) require little teacher or parent management. The key to
successful roleplaying is a good GM (game master). Exceptional
players can be taught to run the game. However, the younger they
are the more monitoring they need. Several games can be going on
in one room at a time, so a teacher could take a class of 24, break it
up into four groups and manage the game in that way.
8) promote teamwork. The game is designed so success can only
happen if a group works together.
9) excite kids to learn. Boy does it excite. Most
4th, 5th and 6th grade students would have an easy time jumping into
the game. The hormonal changes of 7th, 8th and 9th grade
would require a little more care in game design. Older HS
students would find it a fun and stimulating addition to classroom
learning.
10) encourage study outside of the school. I believe
yes. Roleplaying encourages and subtlety draws kids into the
game, even outside school. Students want to be successful in
roleplaying, even if it means they need to do homework outside the
classroom. I have seen it change kids who hate reading into avid
readers.
11) encourage the development of writing, reading, and math
skills. You cannot survive in a pretend or real world without
these skills. If you don’t use these skills then there are
unpleasant (imaginary) consequences. Success in roleplaying
requires basic skills in these areas.
12) promote and teach healthy social and moral attitudes.
Yes, as it turns out evil characters don’t survive. They are
thrown in jail, where there are consequences. Try to be bad,
unpleasant, sour, mean, hurtful, hateful, uncaring and there are
consequences.
13) Consequences. If you try something good, bad, risky, kind,
there are consequences. Sometimes the results are pleasant and
sometimes they aren’t. It all is up to the GM to determine.
This becomes an incredible learning tool. Students can make a
risky choice and see what happens.
Research
into
Educational Roleplaying
Next research was done with kids and
adults of different ages using
different styles of games. Here are some of the results.
Roleplaying works by creating a world or environment. The rules
of physics, chemistry, biology must be predetermined. This is the
job of the GM. The game is operated managed run by a GM.
Once the GM makes the rules they should almost never alter those
rules. For example, let’s create a Jurassic era world filled with
dinosaurs. The small Jurassic world environment we have
established is at the edge of a lake. We want to place a T-Rex
looking for a meal walking along the edge of the small lake about 1000
feet long by 300 feet wide. It isn’t enough to say a T-Rex,
we must establish a bit of “the life” of this dinosaur. How big
is it? How old is it? How healthy is it? Is it male or female?
How hungry is it? Sometimes at this point a GM might use dice to
randomly establish these facts. For example, a GM might roll a 10
sided dice to determine the dinosaurs age. A 1 means a very young
1 year old juvenile, a 10 is a mature adult 10 years old. On the
other hand a GM might want to place a really big mature adult at this
spot and just make it 20 years old. Weight would be determined by
the dinosaur’s age. A 20 year old T-Rex could weigh 8 tons. If
the DM wanted to be accurate checking a book on dinosaurs would confirm
the weight and make the dinosaur more believable. Then the GM
must consider the lake. Is it muddy? How deep is it? Are there
predators in it? What is the bottom like? .... Sandy?
Rocky? Why are these facts important? Perhaps during the
game the T-Rex is going to try and cross the lake. How well it
can move through the water is determined by the conditions of the lake.
From this small analysis it is possible to see how much work it takes
to be a GM.....lots. It is also why there are so many reference
books available in the roleplaying world. Lots of books make it
easier to look up references. There are even complete modules
available with storyline and lots of detail to allow a GM to pick up
and roleplay with little prep-time.
Roleplaying in the schools would require pre-written modules.
These modules would include all the facts and information necessary to
run the game. Modules also allow the writers to put
together the stories that meet the curriculum needs of a state.
The teachers job becomes a breeze because there is little planning
needed to run the module. Well planned modules could be laid out
so they can be easily tweaked by teachers to more precisely fit their
curriculum needs. Modules could be designed to include all the
printed materials, lesson plans, homework assignments (although I would
not call them that), and test materials. Students would be
talking about modules for weeks to come, so it would be necessary to
make small changes each year to keep the module fresh for incoming
students that heard, “last years story”. So much excitement and
learning, yet not much work for teachers.
Because any scenario is possible, this allows the creation of a
scenario to fit the educational and curriculum needs of a group of
students. Let me continue with my example to demonstrate
this. Next we need to create the character the students will be
playing. There are six students playing animals that are
the T-Rex’s prey. OK now here we have a problem. There are
differences between girls and boys. Most boys like violence and
most girls do not. So how do you have a game where both can be
happy. The solution is that the GM knows in advance that the
T-Rex will not attack the players animals. Why? Because they are
the healthiest and strongest animals in the herd. Instead the
T-Rex will attack one of 5 other animals. Each of these animals has a
weakness. One is a juvenile, one is an old adult, one is sick,
one has a leg that was injured and is healing, but it has a limp.
The last one was born with a deformity. Its back legs are longer
than the rest of the herds. It can’t move as fast, but it can
reach higher into the trees when it stands on its back legs (a bit of
evolution at work?). The balance of girls and boys happens
because it is a fight (boy thing), but it is a herd of herbivores, so
attacking the T-Rex is not a healthy thing to do. Instead it will
take thinking skills to resolve this attack and this is what most girls
like.
The herbivore herd animals that represent the student player characters
will be all have the same traits and skills. Students at lower
grade levels work best if they are all treated equally. High
School students are capable of having animals with varying skills,
although for this story it is not necessary. Herbivore traits
would include size, weight, color, running speed, walking speed,
intelligence, dexterity, smell, sight, hearing, taste, hunger/thirst
level, fear level, herding factor, strength, defensive abilities,
vocalization, and communication ability. Students understand
these skills much better than adults, since they are found in computer
games. Students use these skills as a basis for making their
decisions. For example, an animal with a low intelligence but
high smell, will smell something from far away, but have a more
difficult time deciding how to react to the smell. Attaching
numbers to these skills forces students (willingly) to react within the
limits of how the animal might. Again I cannot emphasize enough
how much students through computers are attuned to skill based numbers.
It is the teachers that will need training in using these numbers, not
the students.
At the start of the scene the herd has just stepped from the jungle to
the lake edge to get a drink. This is unfamiliar territory. The
herd members don’t know what is at or around the lake.
The T-Rex is at the lake because it smelled the herd from a number of
miles away. The wind was blowing towards T-Rex, so it smelled the
herd not the herd smelling T-Rex. When it detected the herd
coming to the lake, it carefully backs into the jungle and waits
hiding. What T-Rex doesn’t know is that by luck it backed into
plant foliage that the herd loves to eat.
So now the action moves to the herd members. Each student is
given a turn to act. Their place in the order is determined by a
roll of the dice. A student may move or do nothing. It all
depends on how the student feels about their character. The
choice is their’s. The herd animals must decide what they can do
. Each animal can act independently, or they can communicate
using cards with simple words on them like eat, look, run, danger,
drink, move, etc. Talking out situations is not allowed because
the herd doesn’t have those kind of thinking skills. However,
student players can combine words together like “look danger”, or “move
drink”. The students take action, probably drinking since they
are thirsty when they see the water. Each student can only move their
animal as far as the movement rate will allow them. They could
run to the water, but then they lose their ability to sense the
environment. All animals have skills that they use with a dice to
see or hear or sense something. This herd can’t see very well,
but they can smell and hear. Eventually students will see the
food on the other side of the lake and probably decide to go over for a
snack. If they won’t then one of the sick or hurt animals will
move based on the GM’s feelings. Again the herd can follow or
stay. Eventually (hopefully) the T-Rex will jump from the bushes
and go after one of the sickly animals. Now all animals must try
and make an escape, or fight if they can. The animals have
certain moves and speed and will need to each decide where to go to get
away. With some dice rolls and a little luck, the students will
escape. However, the odds are good that a sick animal has been
caught. Although what makes the game interesting is the almost
unlimited choices students have when reacting. A GM never knows
what to expect from players. For example, usually the herd may
choose to run from T-Rex. If an individual animal decides to
fight T-Rex it will lose. However, let’s say some clever student
decides to combine the words, “run water” and send them to the
herd. If herd runs in water, T-Rex may follow. If the
student then says words, “fight enemy” to herd, the herd may turn on
T-Tex which loses much maneuverability in the water. The herd may
possibly defeat T-Rex. It is this creative problem solving, teamwork,
skill use, higher level thinking skills that makes roleplaying so
successful educationally. This is the end of the game...... for
the day.
Excited
Students
However, the lesson has only begun. Now that the
students are
excited, like they just came from an adventure movie, they are much
more likely to journal, answer questions, remember facts, do math, and
most importantly enjoy learning. However, for those skeptical
about what students can learn that they couldn’t learn in a regular
classroom let me list the following. The basic information on the
difference between herds and carnivores can be deeply explored.
The limitations of size. Team work in a herd, helps the herd
survive. The plants and animals of the Jurassic Era can be
explored. Relationships between animals, plants, and
environment. Plus overpopulation, overgrazing, and species
extinction are just a few of the ideas of a biological nature.
There are many other areas learning that are used. Mathematics in
dice rolls are essential. I have seen students in 8th grade still
counting on their fingers. Suddenly they are adding numbers on
dice and need to be able to leave their fingers behind and move into
the confidence of counting in their head. I have already
mentioned reading skills, but interpreting graphs, data, ratios,
matrix’s, geometry an a myriad of other math skills are all used in
roleplaying. I could fill pages with examples of educational
uses, but I guess the only thing I can say is the sky is the
limit. There are also the social skills students use during
roleplaying from cooperative teamwork, to problem solving, creative
thinking and more.
Roleplaying is not a perfect world. There are a number of
pitfalls that teachers would need to watch out for. First never
place the students in the town they live. If the scenario is to
“real” it can create behavior problems in students who have had
difficulties in their lives. In other words it may dredge up the
past. Fictional places and people keep the unhappy memories
away. It can be therapeutic allowing students to gain self
esteem, communication skills, team skills, overcome shyness and learn
to take risk and the results of bad decisions, but caution should be
paid to the troubled students. Often perhaps even usually in a
classroom, boys can dominate a situation, by being more aggressive that
the girls, or one child can take control because they are more outgoing
that a shy student. This can also occur in roleplaying. The
game is designed to keep this to a minimum, but only if a GM uses and
enforces the rules that keep one person from dominating.
Key Educational Elements (Bloom’s
Taxonomy) in roleplaying
1) Knowledge - Obtaining knowledge is essential to playing the
game. Students don’t mind learning when it is presented in a
format that they enjoy. Computer games force students to learn
complicated systems and huge amounts of fictional knowledge to even get
through the beginning levels. Students do this willingly because
the game uses their learning style. Roleplaying when designed
properly can also stimulate the same desire for learning.
2) Comprehension - It isn’t enough in roleplaying for students to know
information they must comprehend the information to move onto step
three below.
3) Application - Taking information and using it for a particular
purpose is an essential part of roleplaying. For example,
students must use their herd animals skills at sight, smell, taste,
hearing to gather information on the environment, then use this
information to produce a picture of the situation they are in.
4) Analysis - Having the information is only part of the process
towards success. Students must now compare information form various
categories to move towards making a decision or taking an
action.
5) Synthesis - This step actually requires students to prepare a plan
and take action .
6) Evaluation - Finally the results of one’s decisions must be
evaluated. Even if it is happening quickly in game time.
The more students use this skill the better at it they become and the
faster and more confident are their decisions and evaluations.
Conclusion
It would take a book to describe the details of
roleplaying’s use in
education. I feel roleplaying is a new and exciting method of
teaching. It is the future of education. To use a coined phrase
from Star Trek, “it is uncharted territory.” The newness of
roleplaying can generate both excitement and fear in people. I
lean towards the excitement end of this new idea because of the
incredible educational opportunities that lie with the implementation
of this teaching style. Roleplaying was not possible 50 years
ago. Today with computers a major component of our society, the
task of generating successful roleplaying games becomes very
real. Whether we embrace this idea now or in 30 years, it will
one day become part of our educational system.
The reader may wonder why I am so excited about roleplaying. I
guess as a way of explaining I would say that my excitement comes from
the positive changes I have seen come about in kids that have
participated in roleplaying. Kids who hate school, kids who like
school, jocks, nerds, go through a mental change. Roleplaying
allows students to do the one thing in life that they most wanted
....... to make their own decisions, control their destiny, find out
what happens when they make choices. With no parent or teacher
hovering over their shoulders judging them, telling what and how to do
something, kids can synthesize, evaluate and analyze information on
their world. Roleplaying seems to empower students to learn their
way, in their style and at their pace.
I admit we are a long way towards using roleplaying on a regular basis
in the schools. The barrier is not the kids. It is teachers
and administrators who are reluctant to change a comfortable
system. Yet change will come. The fall of traditional
educational teaching styles is inevitable. If America is not
willing to change then other countries will change first and America
will become a second rate power. If America wants to stay number
one then we must ALL work towards growth through change.
Roleplaying can provide our nation with the leverage to stay number one.

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