Jonathan Peters, Chief Motivation Officer, Sententia, IncCORPORATE / NONPROFIT
In the field of Gamified Learning, designers and facilitators have overlooked the mechanics involved in Role Playing Games (RPGs). And yet, RPGs such as Dungeons and Dragons are especially engaging, if not addicting.
Why, besides a lack of knowledge, have such game mechanics been overlooked? Because we feel we will lose control. Ultimately, we have not created learning programs for the learners, but programs we want them to take.
Let’s create a learning space where the learner is in charge of finding their own route to mastery. When we study Role Playing Games, there are key roles in the design and implementation of the game: The Game Master and the Dungeon Master. The first lays out the game, the second engages with the players during the game. What if we labeled the ID as the Game Master and the facilitator as the Dungeon Master? What would the implications be for our learning programs?
Imagine a learning experience that the learners control. The instructional designer lays out the scenario, the end goal, challenges, and how progress will be measured. The learners bind together in a guild and make choices about what information and skills they need to develop, and decide where to find that information and how to practice it. As they face challenges, they decide how to overcome them. The more creative they are, the greater the rewards. All under the watchful eye of the facilitator.
We will be using a guide for developing their characters and scenario for a Role Playing Game. They will have this guide as a take-away.