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Simulation & Gaming 1 –20 © The Author(s) 2016 Reprints and permissions: sagepub.com/journalsPermissions.nav DOI: 10.1177/1046878116684570 journals.sagepub.com/home/S&G Article We’re Just Playing: The Influence of a Modified Tabletop Role-Playing Game on ELA Students’ In-Class Reading Mike P. Cook1, Matthew Gremo2, and Ryan Morgan2 Abstract Purpose. The purpose of this study was to explored the use of a tabletop role- playing game in middle school ELA classrooms to examine students’ (n=36) abilities to interact with and make meaning from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”). Background. Gaming continues to soar in popularity, both inside and outside of schools. As such, it is important to continue looking for pedagogically beneficial ways to incorporate gaming into classroom spaces, specifically English Language Arts and Literacy classrooms. Aim. In this article, we describe the game used for this study was modified from the Pathfinder system and designed to pair with Connell’s short story. We also discuss our qualitative approach to data analysis, and the three themes that emerged. First, students made gaming decisions based on their knowledge of the story. Second, students experienced the narrative through the lens of their characters. And third, students engaged in meaningful collaboration throughout gameplay. Conclusion. The findings support ongoing calls to look for pedagogically beneficial ways to incorporate gaming into ELA and Literacy classroom spaces. 1Auburn University, USA 2Millikin University, USA Corresponding Author: Mike P. Cook, Auburn University, Department of Curriculum & Teaching, 5040 Haley Center, Auburn, AL 36849, USA. Email: mpc0035@auburn.edu 684570 SAGXXX10.1177/1046878116684570Simulation & GamingCook et al. research-article2016 2 Simulation & Gaming Keywords English language arts, gaming in classrooms, literacy instruction, middle school, tabletop role-playing game Introduction Tabletop gaming through the execution of a role-playing system is far from a new con- cept; role-playing and simulation have been used primarily in English as a Foreign Language and second language classes (Phillips, 1995; Quijano-Cruz, 2007; Zalka, 2012). Its implementation within an English Language Arts (ELA) classroom with many student players, however, is not quite as ordinary. That said, it is important to examine the role(s) gaming can play within the literacy classroom. In this study, role-playing games are defined as traditional games that have been stripped of all of their fluff and niceties in order to exist as a system of bare-boned mechanics, which govern gameplay. Serving as the basis for this study, we have argued previously that while operating within this system of overarching rules and mechanics, any story—in the case of this study, Richard Connell’s “The Most Dangerous Game”—can be told through interac- tive narratives (Cook, Morgan, & Gremo, 2016). In the ELA classroom, this can most easily be envisioned as a teacher relating a story that is constantly evolving and taking shape based on the decisions and actions of her students. Thus, the purpose of this study was to explore the ways in which middle school students utilized gameplay to further their experiences reading, discussing, and interacting with a traditional class- room text. The two questions of interest were: (1) How do students utilize their knowl- edge of the story in order to play the game? And (2) What is the effect of playing the game on student collaboration? The game used within this study was adapted by the researchers from the Pathfinder system to connect specifically to a wide variety of traditionally taught classroom texts. For this study, we created a template for the text of interest, Richard Connell’s short story “The Most Dangerous Game.” To ensure utility, prior to gameplay, the research team simplified the existing Pathfinder gaming system by paring the game down to only the necessary and essential mechanics (e.g., each character has a defined set of skills, players roll dice to make decisions, players operate in a pre-defined order, play- ers work in small groups, game and pre-determined narrative are facilitated by Gamemaster, and so forth). For access to the complete gaming system used in this study, visit our website: http://tinyfurnace.weebly.com/games.html. Literature Review In recent years, a significant amount of research regarding gaming has emerged. In fact, scholars have discussed the utility of games and the act of gaming within a variety of contexts, including classrooms and learning. The existing literature suggests myriad ben- efits of engaging in gameplay. Likewise, the data point to the need for teachers to consider the pedagogical implications of gaming in their curricula. As such, additional research into and examination of gaming in educational settings is necessary to better understand the effects of implementing gaming into English Language Arts classrooms. Cook et al. 3 Gaming in Education Multiple scholars have acknowledged the educational value of games (Apperley & Beavis, 2013; Apperley & Walsh, 2012). Through gaming in the classroom, students can begin making layered meaning from a combination of texts (e.g., traditional nar- ratives and game formats) (Abrams & Russo, 2015; Apperley & Beavis, 2013). Godwin-Jones (2005) pointed out that research has found that collaborative, multi- player games facilitate peer-to-peer learning and lead to a variety of benefits for play- ers, including cognitive development, meaning making, and collaborative learning, among others. Furthering this point, Colby and Colby (2008) stated, “games are pro- ductive in helping students apply, synthesize, and think critically about what they learn through active and social participation” (p. 301). Harushimana (2008) found that engaging in gameplay benefited students’ thinking processes and written discourse. Similarly, research has suggested that gameplay can lead to problem-solving and complex, abstract, and critical thinking (Ebner & Holzinger, 2007; Kim, Park, & Baek, 2009; Roscoe, Brandon, Snow, & McNamara, 2014; Vygotsky, 1978). Other scholars (see for example, Clarke & Treagust, 2010; Mochocki, 2013) have found that teachers hold overall positive attitudes toward games in literacy classes and beyond; however, as Hsu and Wang (2010) suggested, teachers often struggle with integrating games into existing curricula. As such, the need contin- ues for research into the experiences of students during the implementation of gaming to foster learning. Role-Playing Games Role-playing games offer a variety of benefits to gamers, including collaboration, cre- ativity, and complex thinking (Bowman, 2010). In fact, as Daniau (2016) stated, mul- tiple scholars have discussed the utility of role-playing games in a variety of educational contexts. Bowman (2014) suggested that educational live action role-playing games (LARP) can be used to create opportunities for students to engage with classroom texts and content. Furthermore, Bowman posited that educational LARP games can extend traditional learning to foster collaboration, critical thinking and problem solv- ing, and the exploration of identity and self-awareness. It is precisely because of their didactic nature, Balzer (2011) pointed out, that role-playing games allow gamers to, and in fact require that they must, become immersed in the world(s) they inhabit dur- ing gaming. Creativity in role-playing games is impacted by improvisation, the rule system of the game itself, and error consequence; thus, the rules themselves, including the level of improvisation promoted, influence discussions and actions throughout gameplay (Bergstrom, 2012; Chung, 2013; Crookall, Oxford, & Saunders, 1987). Henriksen (2006) suggested that role-playing games must also utilize the process of reflection to promote creativity among students.As such, he argued that if RPGs are to serve as meaningful educational sponsors, educators must rethink traditional notions of RPG creation, design, and implementation. Likewise, Daniau (2016) stated that role-playing games may be used as transformative tools and can thus help students develop collaboration and team building skills. 4 Simulation & Gaming Role-playing games have been created and used in Brazil as teaching materials (Schmit, Martins, & Ferreira, 2009). Randi and de Carvalho (2013) discussed using RPGs to assist with knowledge acquisition and learning in science classrooms. Similarly, Soares, Gazzinelli, de Souza, and Araujo (2015) pointed out the capacity to promote critical and reflexive thinking in the study of nursing. While not as widely used in the U.S., role-playing games may also help encourage language development (Quijano-Cruz, 2007). And as Zalka (2012) posited, RPGs can be used to help a wider array of students make relevant connections to popular culture and to engage in inter- active storytelling. The use of role-playing games as global simulations has also been discussed as an effective method for assisting an entire classroom of students to work together to create their own world(s) and collaborate to positively impact engagement and learning (Fischer, 2006). Gaming and Literacy Carroll (2016) argues for the need to expand the literacy curriculum to include gam- ing. Gaming is itself a complex system whereby gamers negotiate interaction, mean- ing, and worlds, suggesting potential connections to education and specifically to literacy instruction (Merkel & Sanford, 2011). Gameplay offers what Alexander (2009) termed “a fertile ground for nurturing rich examinations of literacy” (p. 53) among students. Gaming, by design, encompasses literate behaviors, such as active participation, collaboration, and so forth (Carroll, 2016; Chess & Booth, 2014). Gamers’ identities and literacy practices are interconnected (Toscano, 2011). Furthermore, Apperley and Walsh (2012) found that games can be used to help stu- dents make connections between traditional literacy practices and the literacy prac- tices of gameplay. Throughout gameplay, students develop literacy skills by learning to identify problems; accessing, generating and evaluating information; and commu- nicating results with peers (Alexander, 2009; Carroll, 2016; Hsu & Wang, 2010, p. 408). Among the skills benefited by gaming are trans-literacies, collaborative writing, multicultural literacies, and critical literacies (Alexander, 2009; Partington, 2010). Salen (2007) argued that the affordances of games, including flexible rules and iterative gameplay, can foster literacy development, especially 21st century literacies. Abrams and Russo (2015) suggested that embedded within gameplay are the “ways that combinations of practices, texts, and spaces work in concert to support meaning making” (p. 132). The combination includes digital and non-digital tools suggesting that engaging in gameplay allows students to make multidirectional movement both among and across types of texts, experiences, and so forth. Games With Reading and Writing Given the connection to the narrative, role-playing games can be viewed from the perspective of reading and writing; in fact, Hsu and Wang (2010) stated game playing “is equivalent to reading” and game designing “is equivalent to writing” (p. 402). Reading a game “requires the same amount of attention to details as reading other texts Cook et al. 5 to locate the cultural work being done” (Toscano, 2011, p. 25). Abrams and Russo (2015) found that gameplay fostered deeper understanding of traditional reading con- cepts, such as literary elements, plot, etc. Games extend the concept of narrative and the role of reading beyond the texts traditionally associated with classrooms and lit- eracy instruction (Harushimana, 2008). Gaming also offers numerous potential benefits for students in composition class- rooms. In fact, games have been discussed by multiple scholars (Colby & Colby, 2008; Dickey, 2011; Juul, 2005) as meaningful components of writing instruction. Sabatino (2014) proposed the inclusion of gaming within composition instruction because they share four major areas: audience, engagement, collaboration, and problem solving. Colby and Colby (2008) posited, “gameplay becomes an important part of the inven- tion process, helping students creatively discover problems and rhetorical solutions within the gamespace” (p. 310). Furthermore, Elkins (2015) pointed out that gaming fosters writing activities, such as storytelling and creative writing among others. The existing literature clearly points to a variety of educational benefits associated with gameplay in the classroom. These benefits include engagement, deeper thinking about texts, active participation in narrative creation, and writing/composing through and about their own narratives. O’Brien, Lawless, and Schrader (2010), however, sug- gest the necessity for teachers and researchers to continue exploring the instructional affordances of gaming in the classroom. Theoretical Framework We used a dual theoretical framework to guide the design of the educational interven- tion (i.e., the game and class instruction), as well as the study itself. First, we utilized Wells’s (1999) description of social constructivism in which knowledge is both socially situated and jointly created through collaborative endeavors. As such, the game was designed to encourage a collaborative learning experience by utilizing small groups and whole-class discussions. In addition, social constructivism allowed us to examine artifacts (i.e., student interactions and discussions in the gaming environ- ment) as collaboratively created, whereby the students, teacher, and researchers worked together to extend traditional methods of learning. This afforded ongoing opportunities for students and the Gamemaster (a member of the research team) to work together by discussing ideas, opinions, advice, and connections to the story through the lens of the game. The second component of our theoretical framework is Gee’s (2007) notion of game-based learning, which suggests that students, through games, can learn from mistakes, reflect on their impact, and try again in a low stakes environment. This was important to our intervention design, as we created opportunities for students to use gameplay to reflect on, to make meaning from, and to problematize their own experi- ences with the text they read as part of class. As Gee (2007) described, learning is not always fostered through traditional text, as readers may not have lived in or experi- enced the world(s) they encounter while reading. Gaming, then, takes students beyond simply learning vicariously through the actions of others to learning from and during 6 Simulation & Gaming their own active engagement. Using Gee’s approach allowed us to design the instruc- tional unit, which incorporated classroom instruction and tabletop role-playing game experiences, to engage students in relevant classroom gameplay, and to examine stu- dents’ active, rather than passive, connections to and learning from literature. Methods We utilized a qualitative approach to this exploratory study. As such, we collected four points of data: field notes and memos, artifact analysis of student writing, student interviews, and teacher interviews. First, field notes were compiled during class by the research team, which consisted of three researchers involved with a local university. Second, students were asked to debrief by responding to two writing prompts. Third, all students were interviewed and were asked two questions. Fourth, the classroom teacher was interviewed at the conclusion of the study. This approach allowed us a more thorough and layered look at student experiences throughout their engagement with the tabletop role-playing game and subsequent writingassignment. The research question used to focus our inquiry was: In what ways, if at all, does engaging in table- top role-playing games in the English classroom impact students’ abilities to interact with and make meaning from a traditional text? Setting and Participants We conducted this study with 36 students in two eighth-grade English Language Arts classes in a public middle school in the Midwest. This was a required course for all students and included a range of student demographics and ability levels. Eighty-five percent of students in the school come from low-income families. Eighteen students were male, and eighteen were female. Twenty-two were White. Fourteen were African American. Twenty-three students were classified as reading at an eighth-grade level. Thirteen students were classified as reading between a third- and sixth-grade level. The classroom teacher was in her third year teaching middle school ELA and had lim- ited prior experience with roleplaying games (as a player or Gamemaster). Classroom Instruction As the goal of this project was to examine students’ experiences engaging in a tabletop role-playing game as part of literature instruction, all students received identical instruction from the teacher and participated in the collaborative (i.e., classroom-wide) gameplay. The instructional unit was implemented over the course of ten consecutive days for approximately 40 minutes per day. One class period was dedicated to instruct- ing the game mechanics and rules to both classes. This included walkthroughs and modeling of both the Open World and Initiative stages of the game, a simplified ver- sion of Pathfinder, with student volunteers taking on the roles of the four characters in the story. Students were provided examples of skill checks, knowledge checks, and movement, and engaged in a brief combat scenario in order to illustrate the complexi- ties of the Initiative stage. Cook et al. 7 Six days were used to teach the short story and provide students with instructional activities. All instruction was provided by the classroom teacher. She utilized a range of pedagogical methods, including small group and whole class discussions, graphic organizers, free-writes, journal entries, etc. Students read the story in three chunks (an average of four pages each). Chunk one was read together as a class, where the teacher modeled annotation techniques. For the second and third chunks of the story, students worked together in groups to read, discuss, and complete classroom activities. Students also had access to an audio book version (on their iPads, using ear buds) of the story to supplement their traditional reading. All class periods (40 minutes per) began with a journal prompt, posted on Google Classroom, related to the story; students responded using iPads. This was followed daily by a class discussion to help fill in gaps in students understanding and to encour- age students to learn from and with one another. The final three days were used for gameplay. In order to examine the impact of the game on extending student learning and engagement with reading, it was necessary to introduce gameplay after students had read the story. After engaging with the game, students were asked to respond to writing prompts and were subsequently interviewed. Implementing Gameplay Prior to implementing the game, the teacher put all students in one of four small groups to correspond with the four game characters (warrior, ranger, mage, healer). The tradi- tional gaming format (one player per character) was modified to (1) include all stu- dents and (2) foster interaction and teamwork. To accomplish this, students were surveyed and asked to rank-order the four characters based on their preferences. The teacher used these responses to place the students into four groups representing each character. Each group of 4-5 students sat together around a pod of desks (all team members were facing one another and had visual access to the game map displayed on the board) to facilitate discussion and collaboration. Throughout gameplay, students worked in these groups to control their characters. To do so, they discussed options and moves for their characters and reached consensus before making a move. They were also encouraged to discuss with other groups, as the four game characters are designed to work together to achieve a common goal (i.e., objectives). Students were also provided three gaming objectives to drive their decisions: 1. Rumors spread that numerous men have gone missing on the island. Learn as much as you can about the island and its inhabitants, namely a man by the name of General Zaroff. 2. Survive for three days and four nights on the island. 3. If you learn the cause for the rumors of men going missing, do everything in your power to stop their disappearances from continuing. To ensure both classes received similar gaming experiences, a member of the research team served as Gamemaster and facilitated the game. Students were first provided the three gaming objectives, and the Gamemaster read the introductory narrative to begin 8 Simulation & Gaming the game. Next, students were provided two minutes to strategize in groups before taking their initial turn. As each group had ample opportunity to discuss while the other three teams took their turns (and to maximize the time we had together), each group had thirty seconds to announce their intentions to the Gamemaster. Depending on the groups’ deci- sions, the Gamemaster then instructed students which di to use and guided them through their turn. Depending on the number rolled, the Gamemaster consulted the game notes to determine the outcome (e.g., rolling an eight might not be high enough to allow a character to climb a tree, but a seventeen could allow them to complete the task with ease) and inform the group of the result of their decisions and/or attempts. When necessary, the Gamemaster reminded groups of their objectives, and other groups were encouraged to contribute (e.g., provide considerations, suggestions, and guidance). Similarly, the Gamemaster could adjust the narrative and protocol to keep the groups and the game moving forward. Because many of the students were new to table- top role-playing games like the one utilized for this study, the Gamemaster had guiding questions prepared to help each group think through their options and their rationales for their turns. At the end of each class period, the Gamemaster made note of where the class finished for the day (corresponding to the days in Connell’s short story) and began each subsequent class by reminding the students where they left off the previous day. Reflective Debriefing and the Writing Prompts A number of scholars (Crookall, 1992; Lennon, 2006; Peters & Vissers, 2004; among others) have emphasized the utility and importance of debriefing following educa- tional gameplay, especially as it relates to students making connections, reflecting, and learning on their experiences. One important aspect of learning is reflection and, as such, we considered it vital to provide students opportunities to reflect on their experi- ences, their collaboration, and their learning. Reflective debriefing afforded this pos- sibility. Because the game utilized classroom conversations, we originally felt it important to allow students to debrief in similar fashion (e.g., whole-class debriefing). After considering how to best facilitate this and after considering Oertig’s (2010) sug- gestion that whole-class debriefing limits the chances of hearing from all students (i.e., some students may be hesitant to voluntarily share their thoughts and experiences as part of a larger conversation), we decided to incorporate individual, written opportuni- ties to debrief. Immediately following the conclusion of the game, students were pro- vided two prompts (see below) in which to respond. For each, they were asked toprovide a 2-3 paragraph response; students were given twenty-five minutes to com- plete the reflective debriefing activity. The purpose of the prompts was to allow stu- dents an opportunity to reflect on their experiences and to make meaning from them. It was this metacognitive process that provided us a view into students’ perceptions of their learning and their experiences within the story world. 1. How did your previous knowledge of the story influence the decisions you made during the game? Be sure to include specific differences using textual evidence to support these decisions. Cook et al. 9 2. How did your specific character contribute to or deter other groups from accomplishing the objectives? Do you feel that you or anyone else in your group acted outside of your character’s motivating forces to accomplish these objectives? Why did you and your group make these choices? Students responded to both prompts using word processing software, which were col- lected and provided anonymously (i.e., by participant number) to the research team. To afford students opportunities to elaborate on their responses and to consider the thoughts of their classmates, we also pulled from Lennon’s (2010) discussion of written debrief- ing. Here, the teacher facilitated a verbal follow-up discussion. Following students responding to the two prompts, the teacher led a class discussion where she asked prompting and follow-up questions (e.g., Can you talk a bit more about that? Did any- one else feel the same way?). The class discussion lasted approximately ten minutes. Data Sources Classroom observations: Field notes and memos. Throughout the research project, two members of the research team attended and observed each class session. As part of the classroom observations, the research team took detailed notes of student engagement, including small group interaction, questions asked, classroom dynamic, and so forth. Researcher notes provided yet another way to examine and triangulate student engage- ment and learning by including field notes along with student artifacts and student/ teacher interviews. In addition to field notes from classroom observations, all three members of the research team wrote analytic memos immediately after each class ses- sion. The purpose of memo writing was to summarize gameplay and student involve- ment at the conclusion of each session. Writing prompts. Immediately following conclusion of the game, students responded to two writing prompts designed to allow them to debrief, to reflect, and to make connec- tions between their reading and gameplay: (1) What decisions did you and your party make that directly changed the story told in the original work? How was this experience different from the original text? (2) How did your previous knowledge of the story influ- ence the decisions you made during the game (include textual examples)? This allowed the students an important opportunity to reflect and debrief on their gaming experiences, and it allowed us to analyze student-generated artifacts to assess their perceptions of learning and their self-reported experiences throughout the instructional unit. Student interviews. At the conclusion of the study, we interviewed all students to elicit their perceptions of engaging with the tabletop role-playing game after reading “The Most Dangerous Game.” We used Charmaz’s (2006) approach to interviewing, as it fosters an “in-depth exploration of a particular topic or experience” and is “a useful method for interpretive inquiry” (p. 25). To collect meaningful data, we asked each student four open-ended questions (see below), with follow-ups to exhaust their semantic fields. 10 Simulation & Gaming 1. Did you have experience with roleplaying games before learning this one? On a scale of 1-10, how difficult was it to learn? Please explain. 2. In what ways, if at all, did engaging with the game help you to better under- stand the story? 3. In what ways, if at all, did playing the game better prepared to engage with writing exercises related to the story? 4. On a scale of 1-10, how difficult was it to collaborate with the other members of your group? Please explain. Teacher interview. At the conclusion of the study, we interviewed the teacher to elicit her perceptions of student engagement, interaction, and learning. See below for a list of interview questions used. Combined with the student interviews, this provided a layered look at the data and the ways in which students interacted with the game. 1. In what ways do you feel playing the game contributed to students’ under- standing of the story? 2. In what ways do you feel engaging in the game assisted students in thinking more deeply about the story? 3. How did playing the game allow students to interact with the characters and the plot of the story? 4. On a scale of 1-10, how difficult was it for you to learn the rules of this system? Please explain. 5. How comfortable were you with roleplaying systems before implementing this one in your classroom and how comfortable do you feel using this system in the future? 6. Do you feel that your students displayed a sense of community in working towards a shared goal? Data Analysis We utilized constructivist grounded theory (Charmaz, 2006) to guide our data collec- tion and analysis. This theory allowed us “flexible guidelines, not methodological rules” (p. 9), assisting us in creating meaning through an “interpretive portrayal” (p. 10) of participants’ experiences throughout and immediately following gameplay. Additionally, constructivist grounded theory fosters the valuing of growth and learn- ing as co-constructed through participant experiences. In other words, this allowed us to view the data as constructed collaboratively. To analyze the data, we examined all data points within the context of the class- room environment (Charmaz, 2006). Furthermore, we followed Glaser and Strauss’s (1967) constant comparative method and Charmaz’s (2000) suggestion for coding data in order to construct a theory representative of our analysis. We began by using ATLAS.ti software to individually code and link all data to the study purpose to estab- lish an emerging framework for data analysis. Next, we conducted a secondary Cook et al. 11 analysis to refine codes and to allow for the emergence of common themes across all data points. To ensure inter-rater reliability and to work toward axial codes, the research team met and coded 20% of the data collaboratively (Cohen, 1968). Findings Three themes emerged from our analysis of the data: students in the current study (1) made decisions that were informed by the story, (2) experienced the narrative through the lens of their characters, and (3) engaged in collaboration, both within and across groups. Finally, as a result of the teacher interview, two sub-themes emerged: teacher comfort as Gamemaster and the protocol of the game. Each of these is discussed in detail below. Decisions Informed by Story One theme that emerged from the data analysis was that students used the story (e.g., the layout of the island, major plot points, information about Ivan and Zaroff) to drive the decisions they made while playing the game. This finding supports Charmaz’s (2006) notion that learning is constructed as a result of participant experiences and Gee’s (2007) suggestion that engaging in gaming experiences can serve as reflective learning experiences for students. Responding to a writing prompt, a student stated, “Well since we had to read the story before we even played the game, we knew what we had to do. For example, when in the story Ivan got trapped we knew we should set a few traps.” An understanding of the importance of defeating Ivan was echoed by a classmate who wrote, “In the story, Ivan died, so we knew we had to plot a way for him to die.” Another student shared, “In the story, Ivan falls into a trap, so I knew we needed toset a trap because we would have a very high chance of him falling into the trap.” When discussing successful game completion, one student’s response was tell- ing: “My previous knowledge (of the story) helped me win against Ivan and Zaroff. It helped me learn the environment. It also helped me learn the layout of the land. I learned where Ivan, the dogs, and Zaroff would be.” From these examples, we can see that students used their knowledge of the plot to drive the decisions they made, espe- cially those which mimicked the story, during gameplay. It is also important to note that the classroom teacher felt as though students were constantly returning to the story as they played the game: “I was impressed by the students who started building traps, even though we didn’t necessarily tell them they could do that, because that is what Rainsford did in the story.” She went on to provide other examples from class. “Students also hid in trees, went to the shore to hide, went to the swamp/quicksand to hide, and went to the mountains to hide, all based on what Rainsford did in the story.” Beyond discussing connections to the setting and the island itself, the teacher commented that students “also knew to be suspicious of Ivan and Zaroff and either hide or prepare to defend themselves from them and then attack.” Student actions also influenced some of the other groups who may have not made initial connections to the story plot. In other words, even when they experienced 12 Simulation & Gaming difficulty remembering the story, the decisions and comments from their peers served as reminders and reinforced learning. Experiencing the Narrative Through the Lens of the Character Going beyond simply using the story to drive the decisions they made as game char- acters, student responses to the writing prompts and during interviews suggest they also were able to experience the narrative through the lens of their characters by taking on the roles, actions, and ways of thinking of the game characters. This included a variety of benefits, such as “I got to be the character, so I got it from their perspective,” and “I was in their shoes so I got to understand the stress.” Providing more detail about taking on the role of the character, one student responded, “It helped me understand how Rainsford might have struggled because I got to see his point of view on how to strategize and try to survive.” Another student expanded on this by stating, “I got to ask questions to General Zaroff that Rainsford didn’t ask.” Students also experienced the game by taking on the characteristics of the four game characters. For example, a student in the Warrior group wrote, “In my group I feel like we acted like our character most of the time. We made traps because in the story they made traps. We also ended up doing damage to the characters when we ended up fighting.” Here, students displayed the ability to simultaneously think like the character Rainsford from the story and the game character their group represented. As such, they described the game as helping them to understand more about what was happening and what strategies they should use to progress. This finding parallels Gee’s (2007) description of game-based learning and suggests the benefits students experi- enced from working together in collaborative groups to control the game characters (Charmaz, 2006; Wells, 1999). Similar to the student responses, the teacher also felt that her students were able to take on specific roles of the characters as part of gameplay. When asked about this, she stated, “It definitely allowed them to picture themselves as Rainsford and relate to the characters more deeply. As the students read the story before the game, several of them made comments about what they would have done if they were Rainsford. I think it helped them to think more strategically about the consequences of those choices.” Taken together, this data suggest that while some students did begin making personal connections to Rainsford and the story during reading, engaging in gameplay helped many students to go beyond those personal connections to making active decisions for the characters in the story. Collaboration A benefit from this experience was student collaboration, a finding that applies to Charmaz’s (2006) discussion of co-constructed experiences, Wells’s (1999) concept of collaboratively created knowledge, and Gee’s (2007) model of game-based learning. Overall, students reported that playing the game was easy for them; this suggests that working together to control one character and play the game was not difficult, which Cook et al. 13 is evidenced further by student and teacher comments. We asked students how difficult it was to collaborate with other groups in the class as part of the game, and they reported an average of 4.5 on a scale of 1-10, which points out that collaboration across groups appears to be slightly more difficult for students, but was not overly complicated; in fact, the data suggest that students were able to work together effec- tively to both achieve the game objectives and further their learning. The students perceived a great deal of strong group work in multiple ways. One stu- dent discussed collaboration as a whole by saying, “We were all into the game and cared about what the other groups had to say.” A peer noted, “We helped each other to get what we wanted done in the game.” Connecting more specifically to the game, a classmate shared how members of two groups worked together to achieve a victory: “We killed Zaroff pretty easily with the help of the Warrior and the Healer.” In a similar vein, a member of the Healer group shared, “Our character provided knowledge for other char- acters. We provided wisdom. We stayed with the group wherever they went because we were the Healer. The support player.” Here, this student was thinking about his group as a whole and how to best play an individual role to achieve collaborative success. While communication was most fluid within groups, students felt they worked well together across groups. Describing this, a student shared, “We helped out other groups by telling them some ideas they could do.” An example of this played out on day three of the game, where the Healer “helped lure Zaroff to a trap so the Ranger could hit him and the Warrior push him in the house.” In the field notes, one of the researchers shared that students began each class (unprompted by the teacher) by strategizing (e.g., “if you do x, we’ll do y”) and collaboratively planning. Additionally, groups often stopped one another from making a mistake or from doing the same thing a previous group had done. When considering how to best deal with Zaroff, the class was able to briefly discuss and agree that if they snuck past Ivan, they would head for the house and take out Zaroff without him even knowing they were there. As a reward for this level of collaboration, the Gamemaster had Ivan let out a blood curdling scream, notifying the group that he had fallen into one of the traps they set the night before. The classroom teacher found this collaboration to foster an improved sense of com- munity. When asked about this, she shared, “This was the best part of the game…they came together and discussed how they had done a better job…and how they had worked together to shoot Zaroff.” Even when groups got off track, others were able to pull them back in. Students were able to collaborate and use those discussions to win the game (i.e., achieve the objectives). Additional Notes From the Teacher In conjunction with student engagement and learning, an additional theme emerged from the data analysis. Several times throughout the interview process, the teacher made references that went beyond the experience her students had and touched on (1) the role of the teacher during gameplay and (2) the game itself. These additional com- ments from the teacherwere important to more completely understanding the 14 Simulation & Gaming intervention and instructional implications. Furthermore, her notes pointed to the role of the teacher as collaborative participant in gameplay, supporting Charmaz’s (2006) constructivist grounded theory and Wells’s (1999) social constructivism. Moreover, the teacher’s comments paralleled Gee’s (2007) description of game-based learning by sharing her thoughts on the game itself and the ways in which students collaborated and learned throughout the process. Teacher comfort as gamemaster. During the interview with the teacher, one point that continued to rise to the surface was the importance of the teacher feeling comfortable leading the game. When asked about her comfort level at the end of the study, the teacher rated it a five (out of ten) and said, “It seemed very difficult when I was read- ing the resources online, but seeing the game run through made it much easier. I feel that having seen the game played, I would be able to run a game myself.” As a follow- up, we asked what, if any, prior experience she had with role-playing games, and she shared only a practical familiarity. She did, however, suggest that she “would defi- nitely need to practice before [she] could run a game that seamlessly.” The data here suggest that teachers interested in implementing a game such as the one used for this study may require a level of experience playing and watching roleplaying games being implemented in classrooms. Structure of the game. Throughout our conversations, the teacher also shared with us her thoughts on the structure of the game. She noted the benefit of organizing the game around the plot of the story (i.e., surviving for three nights). In her interview, she told us that “the structure of the game fit the story perfectly by having them survive for four nights and three days on the island.” She went on to include, “Having the game structured in three days in the same way as the story helped them understand the sequence of events in the actual story.” In conjunction with the structure of the game, the teacher felt that her students really enjoyed the game. Given this response, the style and narrative structure of the game itself both connected with the story and engaged students in new ways. Conclusion As the popularity of gaming continues to increase in society and in schools, it is impor- tant to continue to examine the potential benefits of gameplay in English Language Arts and literacy classrooms. The purpose of this study was to explore the utility of a modified tabletop role-playing game on the ways in which middle school students engage with and learn from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”) in an ELA classroom. We utilized two research questions to guide our study: (1) How do students utilize their knowledge of the story in order to play the game? And (2) What is the effect of playing the game on student collaboration? To drive our design of the game and classroom instruction, we used a dual theoretical framework made of Wells’s (1999) discussion of social constructivism—where learn- ing and knowledge are created collaboratively—and Gee’s (2007) game-based learn- ing, which acknowledges that gameplay affords students opportunities to problem Cook et al. 15 solve and learn in the safe space of the game. Additionally, we drew from Charmaz’s (2006) notion of constructivist grounded theory to guide our data collection and analy- sis. This allowed us to view the interactions between students, the teacher, and the researchers as co-constructed learning experiences. Three findings emerged as a result of data analysis. First, students made gaming decisions that were informed by the story. In other words, the students demonstrated an ability to use information from the story (e.g., knowledge of plot points and setting) to drive the decisions they made during gameplay. Second, students experienced the narrative through the lens of their character. Throughout gameplay, they used the game as an opportunity to take on the roles, the actions, and the ways of thinking of charac- ters. Third, students engaged in meaningful and helpful collaboration. Here, students were able to work together to control their characters and to make decisions during gameplay. Furthermore, they were also able to work successfully across groups to achieve the objectives of the game. Two additional interesting and noteworthy themes emerged as part of our post- game teacher interview. The teacher discussed the role of the teacher as Gamemaster during gameplay. If games such as the one used in this study are to become regular components of English Language Arts instruction, it is vital that the teacher feel com- fortable serving as Gamemaster. Through the interview, the teacher also returned to her thoughts on the game itself. She believed the unit structure (i.e., classroom instruc- tion on a text, followed by gameplay) was strong and well planned out and that the game itself paired well with the short story used during instruction. These findings contribute to the existing literature and the field of education in several important ways. The results of our study further Bowman’s (2010) and Daniau’s (2016) discussions of RPGs as sponsors of collaboration. Likewise, our find- ings parallel other scholars’ (see for example, Abrams & Russo, 2015; Harushimana, 2008; Hsu & Wang, 2010) positions on gaming as beneficial to reading and writing. As O’Brien et al. (2010) noted, more information and research is needed to fully explore the utility of gameplay in the classroom. In response, our study adds additional knowl- edge to the ongoing discussion of the pedagogical implications and potential benefits of gaming in classrooms, and specifically in ELA classrooms, where gaming and gam- ing research remain less ubiquitous. Our study and the experiences of these students suggest potential benefits of (1) modifying tabletop role-playing games for classroom use, (2) putting students in small groups to facilitate whole-class gameplay, and (3) using gaming in ELA classrooms to influence students’ experiences studying litera- ture. The findings herein provide a view into the ways in which the students in two individual classrooms worked together to construct learning experiences (Charmaz, 2006) and knowledge (Wells, 1999), as well as how they used the gaming process to wrestle with and ultimately better understand class content (Gee, 2007). The students in our study appear to have gone beyond collaboration and learning, as they used the gaming experience to engage in vicarious (i.e., active rather than passive) learning. That said, additional research would help to more fully understand the effects of table- top role-playing games on students’ understanding and engagement with literature and other classroom texts. 16 Simulation & Gaming Implications and Discussion When we began this study, we were interested in the ways in which middle school ELA students utilize gameplay to foster active experiences and learning during the study of literature. Given the popularity of gaming, it is important to examine the breadth of pedagogical benefits within literacy instruction. Our findings indicate that students in this study were able to use gameplay to engage in active (rather than vicari- ous) literacy practices to become participants in the literature being studied. Three benefits arose, including using knowledge of the story to drive decisions during game- play, using gameplay to experience the narrative through the lens of their characters, and engaging in meaningful collaboration throughout gameplay. However, issues arose. First, it is vital that the teacher has experience and feels com- fortable serving as Gamemaster. Many students may have limited prior experience with games such as this, so teachers must be prepared to guide them throughoutthe process. It is, however, not necessary to be an expert on all aspects of the game. In fact, we sug- gest that the best way to understand the intricacies of this system is to play the game. Second, the level of collaboration required for students to effectively engage with the narrative is likely to require prior instruction on effective communication skills. The amount of instruction required will, of course, be dependent on the individual class- room environment. While this study was conducted in a classroom with students who had been previously instructed on small group dynamics throughout their academic careers, at times competition and autonomy outweighed the importance of group efforts. Prior instruction on the proper means of communicating and working in small groups is likely to lead to more productive and effective decisions from students. Third, as with any lesson instructed in the classroom, it is important to remember that students can be encouraged to participate with the game in the same manner that engagement could be inspired with any other lesson. Encouraging student input in small group discussion is perhaps the best means of accomplishing this task. The wait time provided for each individual group to decide on their character’s action allows brief windows in which the educator can monitor group dynamics and foster the neces- sity for input from each student. Fourth, this study was carried out in two classrooms with eighteen students in each. Students were grouped into teams of 4-5 and sat around individual “pods” of desks. This arrangement allowed for small group interaction to take precedent over whole- class distractions and was ideal for facilitating the continuous shift between small- group and whole-class interaction. While it will ultimately be the educator’s choice as to how the classroom is arranged during the execution of this system, it is recommended that classrooms be arranged in a fashion that encourages all student voices to be heard. As a result of this study, we argue that potential benefits in both content understand- ing and engagement exist from incorporating gameplay into ELA and literacy class- rooms. That said, additional inquiry is necessary. First, future research should examine more varied pedagogical processes of tabletop role-playing games in the ELA class- room. For example, while it was outside the scope and interest of this study, it would be illuminating to engage students in gameplay prior to reading the text. This may help Cook et al. 17 parse out the impacts of the game itself and the instructional unit as a whole. Second, it would be helpful to take a deeper look at students’ perceptions of learning and of the impact of participating in a game such as the one utilized within this study. Third, future research should utilize tabletop role-playing games in a longer study to investigate any long-term effects on student growth and learning. 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Adventures in the classroom creating role-playing games based on tra- ditional stories for the high school curriculum (Master’s thesis). East Tennessee State University, Johnson City. Author Biographies Mike P. Cook is an Assistant Professor of English Education at Auburn University, where he teaches undergraduate and graduate courses within the English Education program. His research interests include graphic novels and gaming in the ELA classroom and across the curriculum. He also utilizes graphic texts and game-based pedagogies in his preparation of pre-service English Language Arts teachers. His scholarship has appeared in SIGNAL Journal, Sequential Art Narrative in Education, Literacy Research & Instruction, and the Journal of College Literacy and Learning, among others. Contact: mpc0035@auburn.edu. Matthew Gremo is an English Education student and intern teacher at Millikin University. His interest in English as a Second Language and the intersection between tabletop role-playing games and literacy instruction drives much of his work with secondary ELA students. Outside of traditional academics, it is his goal to discover new ways of integrating gaming and graphic literature into English Language Arts classrooms. Contact: mgremo@millikin.edu. Ryan Morgan is an English Education student and intern teacher at Millikin University, where she works in the Writing Center to assist student writers. Her areas of interest include student writing, middle grades education, and Special Education. The inclusion of Special Education students in ELA classrooms is the focus of her James Millikin Scholar Research and her overall instructional design. Contact: rmorgan@millikin.edu.