I recently returned to the States in order to attend a
conference and also tie up a few loose ends since moving abroad.
While in Atlanta, I was fortunate to have stayed here, since I’m technically homeless
(we’re renting our loft). It’s a wonderful respite after a long flight across
the ocean or a long walk in the summer heat.
It also starkly contrasts with my temporary quarters at the
conference in another state: a single dorm room at a
large university. The
typically thin and lumpy mattress. A sad
little pillow. (I don’t have to provide
a picture for these things; most readers will remember them – from camp, from
college, from camp AT a college, whatever- all too well.) You think to yourself: this is a little like the life of a monk.
Quite worth the relative discomfort, though. And far more social than those who live the cloistered life.
What brought me there?
More specifically, this was the Reacting to the Past Game
Development Conference. Reacting to the
Past is a college-level pedagogy that entails the use of unscripted, complex
role-playing games centered around pivotal historical developments informed by
seminal texts.
I have been using this pedagogy in my classes for the last
five years, and have authored a full-length game (about the American Artists’
Congress of the 1930s, which takes about five weeks to play), a micro-game
(requiring only one class session) and am working on two short games (each encompassing
between three and five class sessions).
The Game Development Conference is largely dedicated to game creation – from workshopping concepts to play-testing prototypes. While other events staged by and for RTTP are intended to introduce faculty to the pedagogy and empower them to adopt it for use in their courses, the GDC serves the game authors. Presenters are expected to bring less-than-finished work (which requires a certain amount of willingness to risk appearing foolish or lacking in preparation, which is VERY tough for academicians to do) and to then benefit from the generous amounts of feedback that attendees can provide.
I was scheduled to present twice: I workshopped my Sistine Chapel Ceiling
Restoration game concept, and I also game-mastered my Bomb the Church/Monument
microgame. Some scheduling conflicts
for other presenters necessitated my making both presentations on the same (and
first) day of the event. On top of
play-testing another person’s game, this made for a very full, intellectually
demanding day. I would have been exhausted even without the lingering
jetlag.
As per the usual, I received excellent feedback on both
presentations. Great ideas were
generated for my Sistine Chapel game concept, in which the essential conflict
is over the ethics and outcomes of the very lengthy restoration of
Michelangelo’s frescoes. I was a little
struck by the fact that few people even know there was a controversy. The playtest of my microgame was a lot of
fun, with 26 people getting a more than a little ‘shouty’ over whether to risk life or
art. While I still don’t quite know how
to fully incorporate this set of 3D printed artifacts into the game, they – and the game itself - were a hit with the
playtesters.
The playtest of Verdis Robinson's Bacon's Rebellion game. |
Radical artist group 'GAC' speaking to the room of Latin American artists and dealers in Bridget Franco's Prado game. |
A fascinating and productive game creation workshop - timed. And it worked. |
the simple guidelines, steering small groups to game creation |
Resulting game construct, with sketched out scenario, roles, etc for a potential game about the ethics of zoos. |
And of course, I went to the traditional board game night.
People who are involved in Reacting are game enthusiasts of one type or another: some play any and every kind of game (video and otherwise), some are really only enthusiastic about using games in their classrooms, and a fair number are board and card game aficionados. At the GDC, the latter crowd hauls in a staggering number of games for people to learn and play. Here are just a few that I (a person who sits somewhere between the middle and latter groups, but mostly closer to the middle) learned to play, this time.
Nerdy? Sure. Unapologetically so. I had a blast.
A collaborative board game, in which all players are racing together to beat the clock and infectious diseases. |
A collaborative card game. |
If you love storytelling and a game that requires little else but a small book and some index cards, get Microscope. |
When building the story, players declare what they want and don't want in the story. |
If you love non-linear storytelling (think Coen brothers or Tarantino) AND improv, get this game. Get it now. It's also low on necessary components: a book, some index cards and dice. |
some elements from my group's game, set in 1963, just before a Presidential assassination |
It is tough to find a crowd of academicians who are more
sincere, more generous or more passionate about revolutionizing collegiate
learning and having a good time while doing it. They are some of the hardest workers on their
campuses, who often have higher than average teaching loads, administrative
responsibilities of one kind or another, and several other irons in the higher
education fire. They will tirelessly
work on revising class preps, researching new game materials and crafting
innovative assignments and assessments (often tied to these games, but
sometimes tied to other new methods).
They are – at once – often lone users of the pedagogy at institutions
staffed with colleagues who zealously guard their lecture content delivery
methods (and sometimes cast aspersions on that department member who uses games
<insert dramatic eye roll here> in their classes, which can’t be taken
seriously) AND some of the highest
regarded (by their students, if not also their peers and supervisors) educators
in the academic arena. And perhaps most importantly, what
they are doing leads students to higher levels of performance, critical
thinking and academic resilience. It’s
not for everyone, to be sure, but isn't this true of any other pedagogy on the
planet?
Honors students playing senators in ancient Rome. Deep in conversation and plotting. It is tough to not be addicted to this kind of scene in the classroom. |
So while I may have had to scale way back on my teaching due
to a formidable relocation for a few years, I won’t give this particular thing
up. It made the last quarter of my 20 years as an educator in Georgia far more
interesting and rewarding. It is probably
a significant reason why I received an award at my institution. It prompted me to take even more educational
risks than I was previously taking.
Thanks to Reacting, I believe that I am better able to articulate learning
objectives and develop means for students to achieve them. It also helped me clarify my interests in the area of the scholarship of teaching.
And it continues to teach me things about all sorts of
disciplines. I will unabashedly admit
that I love learning this way. And we
should all want our educators to still love learning. If they don’t, then who else will?
Just a sampling of the scholarship I've amassed for my American Artists' Congress game. |
Revisit that hyperlink for Reacting to the Past for more
information and to find a faculty workshop near you or a game that would suit
your content area, if you’re a professor.
And if you’re a parent and it’s time to take that kid on that college visitation tour,
ask those recruiters about course content delivery methods. Ask to sit in on what they consider is a
‘dynamic’ class. Think about it: few people work at jobs where they sit and
listen to someone talk at them for an hour three times a week and don’t expect them to ever talk back or to each other, or
make independent decisions, or reason their way through complex problems. If that's the case, then why would you have your future-1st-year-college-student endure a minimum of four years of that?
And if you are neither of those previously mentioned entities, then just read this book.
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