Mapping Role-Playing Games in Ibero-America: An Educational Review
Abstract
:1. Introduction
- They allow access to knowledge in a meaningful way.
- They are considered useful for memorizing tasks.
- They improve mental calculation capacity.
- They promote reading in a playful and recreational way.
- They extend vocabulary.
- They contribute to certain attitudes like development of empathy and tolerance and socialization.
2. Materials and Methods
- Data source: Dialnet.
- All searches were confined to the context of education.
- The chain search term used was “role-playing games”. Moreover, this chain was used in English, because its translation into Spanish sometimes provokes some confusion between roleplay, role-playing games and roleplaying. In this case a conservative judgement was followed to avoid terminological confusions.
- The selected articles have been published in journals included in Latindex, and with full text.
- The criteria also included publication dates between 2010 and 2019.
- Those non-related topics have been deleted, because have not any relationship with RPGs.
3. Results
- Most of the Spanish articles appeared in the EKS journal monograph from 2010 [16,18,27,30,51,52,53,54,55]; there are also two other articles published in EKS from 2018 [22] and 2019 [8]. Moreover, there is one article published in the journal Aloma (2013) [57], and finally, two in the journal Revista Complutense de Educación, in 2018 [62,63].
- The analysis shows that the 2010 EKS monograph was a relevant milestone, and also indicates a growing interest in the last two years.
- EKS journal, with the majority of the production, as well as Aloma and Revista Complutense de Educación journals are indexed in Scopus, although only the last one belongs to Q1 or Q2 on Scopus. None of the journals have been indexed in JCR and two other journals (with one article each) have never been indexed in JCR or Scopus.
- Regarding the main topic of the article, four references deal with video games/ICTs, two with LARP/RPGs and the rest (the majority of them) deal with RPGs, although with different and varied nuances.
4. Discussion
- (a)
- Before bringing it up to the classroom. The first thing to do is to get to know the game and its settings. A record in our database should also be prepared, which will be filled up at the end, since we have to add both progress and real circumstances once the game has finished. It is also advisable to make other preparations, such as creating a conceptual map of the most important contents and concepts, planning the previous and subsequent activities, thinking about the aim, estimating the time required for the game, having a content scheme, preparing materials, creating a favorable atmosphere, understanding a simple and efficient game system (there are a lot of free games nowadays, as well as generic systems developed at the commercial level), and understanding some of the narrative resources used in RPGs (these are available in many web pages and almost in every RPG manual).
- (b)
- In class, but before playing. Several strategies might be chosen according to pupils’ age, skills, or knowledge. For example, collecting information from their previous knowledge; doing activities prior to beginning game play, e.g., reading or watching videos; introducing pupils to general game rules; forming game groups, including observers if necessary.
- (c)
- During the game. Students may apply previous analyses to comment or detect relevant aspects or mistakes, which can be analyzed in depth.
- (d)
- After the game. The teacher may look for analogies, going back to quandaries or covered topics, and asking the pupils about their sensations during the game, e.g., what attracted their attention, and may propose later brief investigations or treasure hunts to settle doubts, among other possibilities.
Author Contributions
Funding
Conflicts of Interest
References
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Authors and Year | Subject/Topic | Sample | Objective |
---|---|---|---|
Pérez-López and Rivera-García (2017) [33] | Teacher training | 69 physical activity and sport sciences students | To evaluate teacher training that occurs in a gamification experience, based on students’ perceptions of a role-playing game |
Ortiz-de-Urbina, Medina and de la Calle (2010) [32] | Human resources | About 90 students from three business organization degrees | To analyze the effect and usefulness of role-playing in the field of business organization |
Diniz and Santos (2019) [29] | Physics | 23 Master’s degree Physics students | To present an educational product consisting of the use of the game “In Search of the Nobel Prize” to address topics of atomistics |
Chiu and Hsieh (2017) [28] | Mathematics | 100 second grade students, with 50 participants each assigned to an experimental group and control group | To explore if significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures |
Morales and Villa (2019) [40] | Mathematics | 95 engineering students | To increase the enthusiasm of higher-level students to learn mathematics through adventure school methodology |
Smutny, Prochazka and Vaculik (2016) [34] | Business and management | 1842 business and economics students | To explore the relationship between managerial skills and managerial effectiveness |
Wesselow and Stoll-Kleemann (2017) [36] | Geography | 96 students | To explore the diverse potentials of role-playing games (RPGs) in natural resource research and management |
Soares, Gazzinelli, Souza, and Araújo (2015) [35] | Nursing | 11 undergraduate nursing students | To provide the students with metaphorical experience of problem situations corresponding to the main scenarios of professional activity through a game |
Ferrero, Bichai and Rusca (2018) [41] | Sustainability | 27 students and 15 researchers | To present a role-playing game designed to foster stakeholder collaboration in water safety plans (WSPs) |
Campillo-Ferrer, Miralles-Martínez and Sánchez-Ibáñez (2020) [42] | Education and learning | 101 undergraduate education students | To investigate to what extent the popular online gaming platform Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning |
Year | Authors | Topic | Google Scholar Citations |
---|---|---|---|
2010 | Ramos-Villagrasa and Sueiro [51] | Player personalities | 3 |
Cabrero Sañudo [52] | RPG publications in Spain | 2 | |
Hernández Carbonell [30] | Attitudes and values | 10 | |
Roda [53] | Definitions and concepts about RPGs | 16 | |
Tizón [16] | RPG myths | 3 | |
Abella-García and Grande-de-Prado [54] | Teacher-in-training perceptions | 10 | |
Grande-de-Prado and Abella-García [18] | Essay about proposals | 52 | |
Carbó García and Pérez Miranda [27] | History | 19 | |
Pérez Miranda and Carbó García [55] | Attitudes and values (gender) | 11 | |
2013 | Vargas Álvarez [56] | History | 3 |
McLean and Griffiths [57] | Video games (review about risks) | 18 | |
2014 | Rodríguez, Eloy Govea and Serra Hernández [58] | Roleplay (social experiences in early childhood education) | 1 |
2016 | Rodríguez-Prieto [59] | Politics and philosophy | 4 |
Meza-Jiménez, García-Barrios, Saldívar and Vera [60] | Roleplay (attitudes) | 3 | |
2018 | Grande-de-Prado [22] | Video games (review about benefits) | 5 |
Fernández, Prieto, Alcaraz, Sánchez and Grimaldi [61] | LARP (Physical Education) | 10 | |
Chacón, Espejo, Martínez, Zurita, Castro and Ruiz [62] | Video games (violence) | 2 | |
Liesa Orús, Vázquez Toledo, and Latorre Cosculluela [63] | Roleplay (autism) | 1 | |
2019 | Morales Carbajal and Villa Angulo [40] | Mathematics | 0 |
Cruz, Acebal, Cebrián and Blanco [39] | Sustainability | 0 | |
Mora and Camacho [8] | Classcraft | 3 |
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Grande-de-Prado, M.; Baelo, R.; García-Martín, S.; Abella-García, V. Mapping Role-Playing Games in Ibero-America: An Educational Review. Sustainability 2020, 12, 6298. https://doi.org/10.3390/su12166298
Grande-de-Prado M, Baelo R, García-Martín S, Abella-García V. Mapping Role-Playing Games in Ibero-America: An Educational Review. Sustainability. 2020; 12(16):6298. https://doi.org/10.3390/su12166298
Chicago/Turabian StyleGrande-de-Prado, Mario, Roberto Baelo, Sheila García-Martín, and Víctor Abella-García. 2020. "Mapping Role-Playing Games in Ibero-America: An Educational Review" Sustainability 12, no. 16: 6298. https://doi.org/10.3390/su12166298
APA StyleGrande-de-Prado, M., Baelo, R., García-Martín, S., & Abella-García, V. (2020). Mapping Role-Playing Games in Ibero-America: An Educational Review. Sustainability, 12(16), 6298. https://doi.org/10.3390/su12166298