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

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

Article

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

Authors

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.

How to Cite:

Burenheide, B. J. & Allen, D. S., (2025) “Dungeons & Dragons in the Classroom: Roleplaying, Gaming, and the Future of Education”, Games in Learning and Teaching 1(1).

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Published on
10 July 2025

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