Decision processes through Dungeons and Dragons: Meaningful gamification using a tabletop roleplaying game

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Abstract

Incorporating gamelike elements into courses can increase student engagement and motivation, especially when the game involves freedom, choice, and storytelling. In this paper, I describe the "meaningful gamification" of an upper-level decision science course using the tabletop roleplaying game Dungeons and Dragons. The course was organized into a seminar and a game component such that students spent the first class of each week in a traditional lecture and the second class of each week applying evidence-based solutions to problems within their Dungeons and Dragons games. Reception of the class was universally positive, and students reported high levels of engagement. Importantly, students reported that the opportunity to practice course concepts in-game made it more likely that they would be able to apply them in real life. In this paper, I share the structure, goals, and logistics of the course so that other instructors can use the framework to adapt their own courses.

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