Dungeons & Dragons in the Classroom: Roleplaying, Gaming, and the Future of Education

The use of instructional games in teaching has long been used in traditional educational settings as well as across varied disciplines and careers as a meaningful training strategy. Typically, however, these games are specifically designed to focus upon an exact facet of learning. Examples include the replication or simulation of certain scenarios, establishing focus upon an affective objective, or presenting content in an alternative manner. Rather than utilize a game for a predetermined purpose, this article explores two unique possibilities. First, by using an established role-playing game (RPG) as a learning activity, it is possible to reinforce key social learning constructs desired in educational settings that can regularly only be taught in non-optimal settings. Second, the game itself can serve as a platform for the new type of learning desired in the future of education. In the discussion, the author theorizes if these two possibilities are evident, the future of education may be at a crossroads where it is necessary to reconsider our educational objectives.

Publication Details

Journal
New Prairie Press (Kansas State University)
Published
2025-07-15
Primary Topic
Experimental Behavioral Economics Studies
Type
article
Field-Weighted Citation Impact
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article

Dungeons & Dragons in the Classroom: Roleplaying, Gaming, and the Future of Education

New Prairie Press (Kansas State University)
Experimental Behavioral Economics Studies
article

Dungeons & Dragons in the Classroom: Roleplaying, Gaming, and the Future of Education

article en

Abstract

The use of instructional games in teaching has long been used in traditional educational settings as well as across varied disciplines and careers as a meaningful training strategy. Typically, however, these games are specifically designed to focus upon an exact facet of learning. Examples include the replication or simulation of certain scenarios, establishing focus upon an affective objective, or presenting content in an alternative manner. Rather than utilize a game for a predetermined purpose, this article explores two unique possibilities. First, by using an established role-playing game (RPG) as a learning activity, it is possible to reinforce key social learning constructs desired in educational settings that can regularly only be taught in non-optimal settings. Second, the game itself can serve as a platform for the new type of learning desired in the future of education. In the discussion, the author theorizes if these two possibilities are evident, the future of education may be at a crossroads where it is necessary to reconsider our educational objectives.

New Prairie Press (Kansas State University)
Quality Education
Openalex Percentile: Top 45%
Experimental Behavioral Economics Studies
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