Monday, April 11, 2016

Failure: A Gift to the Gifted

The power of a first-person narrative is phenomenal. It is motivating, engaging, and fun. Moreover, it can be an asset to gifted students if we give those students the gift of failure.

This is an excerpt from the article "Live Action Role-Playing (Larp): Insight into an Underutilized Educational Tool" by Aaron Vanek and Andrew Peterson (Schrier, Learning, Education & Games, Volume Two, ETC Press, 2016):
The problem is not that games cannot teach. The problem is that not enough games, nor different types of games have been used, studied, or compared for their educational capability... [Live-action roleplaying games] can be an amazing catalyst for classroom engagement, improved student focus, drive, motivation, and even understanding across a wide range of subjects. Additionally, larps exercise the soft skills of time management, critical thinking, teamwork, empathy, and (one of the most important) accepting and learning from failure [Emphasis mine].
Absolutely.

If our society values a lifelong love of learning, as well as fostering citizens to be thoughtful, ethical, and bold, then we should support educational methods that develop these virtues. Currently, the widespread belief is that live-action roleplaying is a fringe pastime, if it is even thought about at all. Certainly it is fun and compelling to those brave or geeky enough to participate, but it has the potential to be a powerful tool for education.

Is modern education lacking?

To answer this, we look at how our "best and brightest" are faring when they get into the "real world." It seems commonplace now to hear mothers lament of their children, "they have so much potential, but..." The failure of education is the lack of failure in education. Because of this, gifted students fail at failure. The gift to the gifted is to learn failure.

I was a gifted student, able to easily remember information, understand concepts, and apply these to diverse problems (quizzes and tests). With very little effort, I achieved received top grades even into college. I didn't really know what failure was like until my lack of ambition drove me to withdraw from college. I could have quickly recovered from this setback and persevered. Instead, it took me many years to recognize what was needed to succeed in the "real world."

There are many kinds of failure. I love the expression "you pass failure on the way to success" because every failure is a learning opportunity. Some failures, however, are more costly than others, and when I withdrew from college, it was catastrophically life-changing. Formerly, my peers had struggled with information and concepts that I mastered easily, yet now I saw these same peers become successful in their burgeoning careers while I sifted through craigslist with an "unskilled" resume. Don't get me wrong, I was happy for their success and never resented them for it. Yet the words of my mother haunted me: "You have so much potential if you'd only work at it." I eventually graduated and I love where I am in life now, but I want to make sure that my children are given the opportunity to know how to confront failure.

Was my failure a result of modern education? No, but it did me no favors.

More and more, our developed, digitized, 21st century society has come to realize that the way children have been taught for the past two hundred years is lacking. Of course there are plenty of benefits to the structure of a classroom, lecture, and private study. These benefits, however, extend only to certain types of learning and education. I believe what is lost is the inner motivation to personal success; to realize one's potential. Sports, band performances, and competitions are excellent tools that reinforce this "struggling through failure on the way to success" principle. I believe that larping provides yet another tool, and its scope is perhaps greater in terms of personal development.

Because they are fictitious first-person narratives, larps provide unique opportunities to challenge any participant in areas that they have yet to develop. By incorporating experiential education methods into larps, the students learn from their mistakes in a quick, powerful, and safe way. I call this "quest education." Because the scenarios are fictitious, the learning contexts can be as extraordinary as can be imagined, from natural disaster recovery or political collapse to resisting tyranny or negotiating between two well-meaning but harmful groups. If only our gifted students could be confronted with situations that they are not well prepared to handle, and let them see the consequences of their mistakes in a way that is powerful yet safe. Larps can do this, and even allow for these learning opportunities at a frequency that dwarfs other experiential education methods.

Ultimately, everyone's failure is their own. Yet it is the duty of parents, teachers, and leaders to equip children with the foundations to be able to realize their potential in a happy and robust way,despite setbacks and past failures. So, the next time you see kids playing cops and robbers, perhaps ask if you could lead them in a quest and allow them to make decisions - to make mistakes or bad choices - with reasonable consequences within the story. Be their mentor as the kids struggle with why they were captured or imprisoned. They'll be better for it.

Friday, October 9, 2015

Edu-larps and Social Emotional Learning (SEL)

By Aaron Pirnack

Among the 21st century skills that Adventure Quest develops, one that we tout is a category we label "social skills." What do we mean by this term? There are so many social skills our edu-larp develops that, for the sake of space on our website and flyers, it is not only easier but more informative to use the broad category rather than create a list of them all. The list of skills would include communication, leadership, teamwork, and so on, many of which are in a focused and emergent category of learning called Social Emotional Learning (SEL) skills. Let's dig in to this area of our educational live-action roleplaying game.

What is Social Emotional Learning (SEL)?

Here is a good working definition of Social Emotional Learning, taken from the Collaborative for Academic, Social, and Emotional Learning (www.casel.org):

Social and Emotional Learning (SEL) is the process through which children and adults acquire and effectively apply the knowledge, attitudes, and skills necessary to understand and manage emotions, set and achieve positive goals, feel and show empathy for others, establish and maintain positive relationships, and make responsible decisions.

SEL programming is based on the understanding that the best learning emerges in the context of supportive relationships that make learning challenging, engaging, and meaningful.

Social and emotional skills are critical to being a good student, citizen, and worker. Many risky behaviors (e.g., drug use, violence, bullying, and dropping out) can be prevented or reduced when multiyear, integrated efforts are used to develop students' social and emotional skills.

Renaissance Adventures's mission is to develop crucial 21st century skills in students to bolster their life-long love of learning, to help them mature in decision making and responsibility, and to enjoy the adventure of life. The SEL skills are necessary to fulfill this vision.

In fact, not only are these skills excellent for the student's general welfare, there is an abundance of research that show that developing SEL skills can help with their academic performance as well (click here for Edutopia's research review of this matter).

How Does Adventure Quest Foster SEL?

Students in Adventure Quest play the heroes of a mythic quest, playing as the protagonists in a dynamic quest game. This live-action roleplaying game is itself a co-created story that challenges the heroes to uncover mysteries, make decisions that affect the plot, negotiate with allies and enemies alike, and discover the best actions to take so that the kingdom is saved. 

Students are not given the answers, nor even the methods to find "correct" solutions; rather, the students as a group decide and direct the story - and their learning. This robust, personal narrative, coupled with dynamic challenges that the students overcome in their own way, firmly establishes strong motivation, involvement, and interest in the consequences of the students' actions.

Every quest is designed to have at least a few challenges that develop SEL skills. Here are just a few examples:

  • Important characters or groups that the Questers must befriend are at war with each other and ask the Questers to attack the others.
  • Setbacks occur in the quest, and the best way to move past them is when the Questers problem-solve the causes of the setback in a calm and respectful way.
  • A major issue is causing calamity, and the Questers know a great solution. However, it requires them to communicate their ideas to a dubious audience in a way this is both assertive and compassionate.
  • A critical peace treaty rests on the ability of the Questers to listen through the provocations of a belligerent warlord without reacting or insulting him back.  

As you can see, there are numerous opportunities for a quest to create incredible SEL experiences for the kids. At Renaissance Adventures, we also include the experiential education method by reflecting upon these experiences and giving space for the students to improve upon how they did in another similar scenario... all within the framework of an epic and fun quest game.

The Power of Narrative in SEL Skills

You may wonder if SEL skills are still developed when there is that narrative distance; that is, the degree of separation that comes when kids are playacting as a character in a story rather than learning first hand. Here is just one evidence taken from an article called "Story Power: How Fiction Shapes Your Social Skills" (Oatley, Scientific American: Mind, November 2011, p. 63):

Just as computer simulations have helped us understand perception, learning and thinking, stories are simulations of a kind that can help readers understand not just the characters in books but human character in general.
...Narrative is a distinctive and important mode of thought. It elaborates our conceptions of human or humanlike agents and explores how their intentions collide with reality.

Recent research shows that far from being a means to escape the social world, reading stories can actually improve your social skills by helping you better understand other human beings.

While this article and its evidence are based upon the reading of fiction, we know that experiencing stories has an even greater impact. After all, experiential learning creates a greater cognitive and emotional footprint than a more passive approach.

Furthermore, I believe that SEL skills are best developed by customizing lesson plans dynamically over the course of the class/quest, and relative to the personal experiences of the students. Context and shifting personal feelings of the students to the lessons make a profound difference.

In her essay "Great pretenders" (Clay, aeon.co, 2015), Alexa Clay recognizes that live-action roleplaying games have the power to dramatically (literally) shift the social-emotional faculties of the participants by increasing their understanding of their relationship to others. The essay is filled with anecdotes about the personal experiences of the players, which is of course the only way to genuinely talk about the impact of larps.
[In a larp,] you identify with your character, and then you start to understand her world, and the world of others around you. This process can take you to some remarkably deep places. 
Larps have all the ingredients for heightening human agency – tools for designing social dynamics, for elevating empathy and self-awareness, for living out alternative cultures. From the outside, it’s hard to appreciate the profound emotional experience it creates. Larp is not merely a therapeutic outlet for individuals. It’s a blank canvas for our systems and the cultures we inhabit.
While I only quoted a small section of her essay, to really understand the power of larps, it is best to read the anecdotes. After all, the best way to talk about the impact of larps is not to talk about larps in general, nor even about a specific larp's formal "lesson plan" (such as the game rules, background information, player roles, context, and challenges). No, the best way to talk about the impact of larps in SEL skill development is to address the unique impact of personal larp experiences: "How did this person feel playing this role with these challenges at this specific larp on this day and time?"

Targeted SEL Development and "Quest Education"

Quests can develop SEL skills in general for all the students that undergo the quest, but what about targeting skills or issues for specific children? Because Adventure Quest programs are always customized to the students, the Quest Leader can modify some of the quest's challenges to suit the needs of the group, or even the needs of an individual.

When Quest Leaders are trained to listen to, care about, and integrate personal challenges that the students have into the quest, the SEL skills are all the more enriched. Not only that, but Quest Leaders skilled in mediation or other therapeutic techniques can have amazing results in what we call "quest education" - a kind of modality that focuses on allowing the participants to experience a fantastical narrative in order to grasp new perspectives in a way that does not raise their defense mechanisms. 

In other words, by putting the kids into a story, they can witness and recognize bad behavior in the context of a story. This comes because it is not the kids who are "criticized" for their wrongs, but some other character in the story. This double degree of separation (i.e. narrative and 3rd person) creates an amazing "safe zone" because the teacher no longer is seen as critical of the student, and because of the safe zone, the students are more open and willing to change their behavior.

Quest Education Example: The Bullying Ogre

Mark Hoge, founder of Renaissance Adventures, began the Adventure Quest programs in the 1990’s. He was approached by a mother whose five-year old son bullied his sister and kids at daycare. The parent asked Mark if there was anything he could do to help her son end this abusive behavior. Mark agreed to run a special quest for the boy. In the quest, the boy was confronted by an ogre that was bullying a pixie. Playacting as his character, the boy made his decision and acted upon it: he defended the pixie and got the ogre to stop being a bully. In fact, the boy's character began teaching the ogre how to be nice and the two became friends.

This was a short quest, filled with adventure and wonder. To the boy, it was an exciting activity - one that he would remember for a long time. Significantly, Mark never once mentioned the boy's real-life behavior of hitting and bullying.

Weeks later, Mark spoke with the mother, and she excitedly said that the boy has not bullied or hit anyone since the quest with the ogre. By talking with, understanding, and helping the bullying ogre, the boy was in a dialog with his own internal ogre. With one powerful quest, the boy made huge gains in his emotional intelligence - a crucial SEL skill.

Conclusion

Renaissance Adventures does not have the resources to do the kind of research that would provide conclusive evidence that SEL skills are developed in Adventure Quest (or any program that is experiential education through live-action roleplaying games). However, over the many years that we have run these programs, we can say wholeheartedly that it works, it is fun, it is powerful, and it is beautiful.


About the Author and Program

Aaron Pirnack is a co-owner of Renaissance Adventures (www.RenaissanceAdventures.com) and lead writer/editor of the Adventure Quest resources. Adventure Quest is a live-action roleplaying game for kids; the standard game book book can be purchased from the Renaissance Adventures website. Teachers, camp directors, therapists, and others who wish to receive program training and resources can purchase a license (coming soon - visit AQBusiness.com).

Wednesday, October 22, 2014

How Can Responsibility be Taught to Teens?

The Premise:

Responsibility cannot be taught by instruction, but rather, by experience.


We coined this pithy quotation as the seed of our Heroes' Academy program. Other favorite quotations are:
A hero is someone who understands the responsibility that comes with his freedom.- Bob Dylan 
It is not only for what we do that we are held responsible, but also for what we do not do.- Moliere

A Teen Program that Develops Responsibility

The Heroes' Academy is about creating an unforgettable experience that empowers a teen's sense of autonomy and yet allows them to become responsible and ethical leaders in a cohesive group. Historically, a fourteen year old was expected to begin adulthood as an apprentice craftsperson, a squire for a knight, or to learn the family trade. It is a turning point where the teen craves responsibility, leadership, and status.

With that turning point as our vision, this Heroes' Academy season focuses on:

Leadership | Integrity | Conflict Resolution

The Heroes' Academy is a live-action roleplaying game for teens where the participants do not play characters. They are themselves. Yes, the plot and scenarios - called "missions" - are planned and staged, but they are intense experiences that teach leadership, integrity, conflict resolution, teamwork, responsibility, planning, communication, and many other life skills.

Why Larps are the Perfect Tool

By placing students in intense situations within the safety and fun of an immersive live-action roleplaying game, young adults are challenged to rise to an exciting, positive, and deeply fulfilling new role in their lives. Leadership - serving those under your charge - requires the sacrifice of pride. Integrity - the synthesis of honesty and honor - requires the sacrifice of selfishness. Conflict resolution - creating win-win solutions - requires the sacrifice of bias. 

These are the skills that teens crave, need, and yet struggle with. We believe that live-action roleplaying games are the perfect tool to allow teens to experience the burden and value of responsibility, and thereby learn how to become responsible. That is because the Heroes' Academy larp is like a parable to their own lives, yet allows them to truly experience risk, failure, vices, struggle, conflict, success, and other growing pains... without negative consequences in the real world.

Here's what makes it different

  • The instructors must be genuine - uncompromising yet compassionate in their approach
  • There cannot be certainty to the success or failure of the challenges
  • The participants are confronted with circumstances only. It is up to them to decide how to interpret, plan, and act
  • With the above points include the necessity to adapt the plot to the direction the participants take it without any "deus ex machina" resolution, nor the inability to find success from failure

Join us as we seek to develop future heroes.

Monday, August 11, 2014

Experiential Learning for Larps and RPGs (Part III)

The following is Part II of a three-part series on the experiential learning benefits of live-action roleplaying games such as Adventure Quest.

By Mark Hoge
Founder and director of Renaissance Adventures


5. The Difference between LARPs and RPGs in Experiential Learning

Both Larps and RPGs provide great opportunities for learning. If you are willing, I have found that Larping is a superior tool for experiential learning because, rather than sitting and rolling dice, participants are running around, swinging Swasher swords, throwing beanbag spell packets, and acting out their characters in an embodied expressive way. That level of physical engagement and kinesthetic learning vastly increases emotional engagement and holistic learning. 

At Renaissance Adventures, we run our Adventure Quest™ and other Larps differently than most adult Larps – one Quest Leader (QL) facilitates the adventure for a group of 4-6 players (Questers). The QL playacts all of the creatures and monsters that the group encounters, sometimes with the help of one or more Teen Leaders. The Questers work together to solve the mysteries of the quest. In this relationship, the QL can fully enter the role of mentor and educator.

6. The use of Larps and RPGs in Education
I believe that interactive storytelling and roleplaying can truly transform traditional education. One of the long-range goals of Renaissance Adventures is to partner with educators and summer camps, creating a product line of books and training programs that support teachers and counselors to use these tools in the classroom and camp setting.

I’m passionate in my work with children and teens. At Renaissance Adventures, we lead summer classes with 80-100 participants who sign up for week-long programs, Monday through Friday, either half-day or full-day. Those children and teens are divided into small questing groups of six similar-aged players. Each group is lead by an adult who is trained and skilled at leading Adventure Quest adventures, acting, storytelling, and leadership. We also run PlayQuest birthday parties, school holiday programs, and afterschool programs. We see the potential to offer these programs and methods to others, but cannot do it alone. If you are interested in learning more about launching your own experiential learning LARP for kids by starting a licensed business, or adding this program to an existing camp or activity, please feel free to contact us!

I hope that this article will be useful and inspiring, and that education can be transformed through interactive, kinesthetic storytelling.


Monday, July 21, 2014

Experiential Learning for Larps and RPGs (Part II)

The following is Part II of a three-part series on the experiential learning benefits of live-action roleplaying games such as Adventure Quest.

By Mark Hoge
Founder and director of Renaissance Adventures


3. Participants learn when faced with diverse tough challenges
Experiential learning that includes LARPS and RPGs help develop critical thinking skills and creative problem-solving skills by exposing participants to mysteries, riddles, puzzles, and ethical dilemmas. In this way, participants:
  • Learn how to brainstorm ideas and share feelings. 
  • Learn that you learn more by doing and from mistakes, and these “mistakes” are easily handled with acceptance and a light-heart. In fact, very often “mistakes” in a quest add to the drama and ultimately increase the feeling of shared victory when the quest is successful. 
  • Develop cooperation, teamwork, and communication skills through challenges that require that the players to invest in each other’s unique perspectives and powers, both in-game and personally. Every player, as well as the character each participant plays, has unique skill-sets and perspectives that the team needs. When appropriate, facilitate the group to hear each participant’s perspective, and to make a decision together as a group, not as one boss ordering the rest to follow. 
Children often let their emotions create an “us versus them” structure of morality. The mentality for many kids is: If a classmate takes a toy, the classmate should be punished immediately and severely. If a villain attacks a village, the villain is evil and must be killed. Larps can reveal that most “villainous” motivations should not be viewed in such a black-and-white dichotomy. Villains do not need to be evil, and morality does not need to be portrayed as absolute. Instead, the so-called villains in a quest have complex motivations and goals. Astute Questers can puzzle out the true motivations of the characters they meet, and by seeking the best means of resolving a conflict, they can enact unique and creative solutions to the dilemmas they face in the quest and on the playground. This kind of discernment, and the resulting negotiations and problem-solving, translate into skills the players can use in real-life challenges outside of the game.

4. Participants learn when supported by a physically and emotionally safe environment

When the Quest Leaders and the Larp rules support an environment that is physically and emotionally safe, players can relax, engage, play, and learn. Physical safety is straightforward – if you are sword dueling with foam Swashers, point out potential hazards (such as rocks and trees), and get an agreement from the participants to follow the Swasher dueling safety rules.

Emotional safety takes a lot of experience and skill to support. If players are bullying, name-calling, taunting, putting down other people’s ideas, or teasing, then everyone in the group may not feel safe unless that behavior is dealt with swiftly, clearly, and with compassion and fairness. How to do that is a complex subject that is beyond the scope of this article – Renaissance Adventures has developed a program called Inspiring Invitations™, which explores this issue.


Coming soon, Part II of the three-part series, exploring the diversity of challenges and emotional safety of Experiential Education LARPs.

Thursday, June 12, 2014

Fitness and Exercise in Live-action Roleplaying Games

At Renaissance Adventures, our live-action roleplaying games focus on the development of what we call "21st century skills." These are the kinds of skills that are important for kids to know in this day and age, and in fact are often unsupported in the school system or other institutions. The 21st century skills we are talking about are: ethical reasoning, fitness, fun, self-esteem, critical thinking, teamwork, and social skills. The acronym is: EFFECTS.

One of these EFFECTS outcomes is fitness, and I ran across a great blog entry by Matthew Squire: by a roleplaying gamer that understands the crucial need for fitness in today's youth. Here is a snippet:

What does it mean to be fit? Is it being able to peddle on an exercise bike or walk on a tread mill? Is it being able to run 10 miles? We often forget what fitness meant in the days of old... 
Still more in this day and age one doesn’t have to do any physical activity at all. We drive to work, drive to the grocery store, and then home again. Sit in front of the computer or around a gaming table with friends and imagine doing physical activity. We make our characters jump and run (all while doing the most complex of gymnastic back flips) to their goal. The goal is always some item or power that makes our characters stronger.  
We, the supposed masters of our characters, get weaker as our characters get stronger. It’s as if we are giving our life energy to them one sugary game table snack at a time...
Furthermore, in another blog entry, he goes on to describe how a live-action roleplaying game such as ours might be able to integrate exercise as a game mechanic in the quest. 

Here are his two blog articles. Enjoy!



Monday, June 9, 2014

Thanks to BoulderSource.com for a great article on our quests!

Here's an excerpt from the article (click here for the full article):

Usually if a Kraken is about to gobble you up, you’re pretty much a goner. Everybody knows there is little defense against a giant octopus-type tentacle-covered thing with a big mouth.
Not even a five-foot swasher helps.
It’s pretty hopeless. Unless you’re lucky enough to see a troll lurking nearby and you happen to know troll blood is explosive (from previous experience with trolls, of course). And—this is a big AND—you’re clever enough to convince the troll to, well, explode right then and there on your behalf.
Then, maybe you have a chance.
Fortunately for Adventure Quest Leader Katt’s group of six enthusiastic Questers, through their deft negotiations and strategic thinking, this particular troll did their bidding that brilliant June-in-Boulder morning and the entire group—even the troll—lived to solve another quest.
And so it goes, quest after quest, summer after summer, forRenaissance Adventures Director Mark Hoge’s merry band of Quest Leaders and Questers.
Questing Camp Rooted in Experiential Education
Hoge kicked-off his first summer of questing in 1995. Since then, thousands of lucky children ages 6-16 have banded together in teams of six or so to be heroes and adventurers in mythic quests each summer and in year-round events.
Now, Renaissance Adventures is a mainstay of Boulder summer camps—voted Best of the West by readers of local online publication Yellow Scene—and a leader in the growing enthusiasm for educationally focused Live Action Role Playing, aka LARPing.