Wednesday, November 20, 2013

Reacting to the Past: Looking Back

Last night, a student told me, "You know why I liked giving speeches in your class?  I got to do it being someone else."  She explained that she'd been required to give a speech this week in another class, and found it to be a terribly nerve-wracking experience.  But she hadn't had that reaction giving her speeches as part of the Reacting to the Past game.  Playing the role of Robert Owen, arguing for workers’ rights and against child labor, she was eager to speak and passionate about promoting her causes, even fearless in countering the arguments of others. Because she was playing a role.  Playing.

And there, in a word, is the strength and power of the Reacting to the Past pedagogy. A role-playing game allows you to be someone else, to take on a different persona for a while.  And that can be incredibly liberating.  Lee Sheldon, a screenwriter, game designer and professor of media studies, has written extensively about using the structure and mechanics of role-playing games to enhance learning, most notably in The Multiplayer Classroom: Designing Coursework as a GameJane McGonigal and James Paul Gee are two others who have explored how the mechanics of games can motivate learners.  Essentially, it’s less scary to take a risk if it isn’t “really” you stepping out on a ledge.  But the learning that is taking place, the skills that are developed and the experiences that students have: that’s all them.  They’ll take that with them even as they leave their temporary persona behind.

So, it worked!  So well that some students argued vociferously to extend the game past the four weeks scheduled.  In the end, we didn’t do that, because we’d addressed all the issues I set out to explore and I didn’t want the playacting to become the sole reason for the game.  But it’s clear that the playacting was an effective element of the game’s ultimate purpose.  In my first post on this topic, looking forward to a game not yet played, I wrote that the experiment would fail or succeed on whether students agree to accept the game elements of their activities.  They would have to agree that, within the confines of the class, the consequences of their decisions and actions mattered and collectively agree to "let's pretend."  I saw evidence all the way through the game/class of that sincere commitment. My student's comment to me last night was just icing on the cake.