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Reacting games are
educational Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Vari ...
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
s set in the past, with a focus on student debates about great texts.


History

Reacting games developed as a genre of
experiential education Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. The term is not interchangeable with experiential ...
games in the United States in the late 1990s from work done by Mark Carnes at
Barnard College Barnard College of Columbia University is a private women's liberal arts college in the borough of Manhattan in New York City. It was founded in 1889 by a group of women led by young student activist Annie Nathan Meyer, who petitioned Columbia ...
. The prototype for these games is the Reacting to the Past series originally published by
Pearson-Longman Longman, also known as Pearson Longman, is a publishing company founded in London, England, in 1724 and is owned by Pearson PLC. Since 1968, Longman has been used primarily as an imprint by Pearson's Schools business. The Longman brand is also ...
and currently published by W. W. Norton & Company and the Reacting Consortium Press. This pedagogy was originally developed for use in
freshman seminar The First-Year Experience (FYE) (also known as the Freshman-Year Experience or the Freshman Seminar Program) is a program at many American colleges and universities designed to help students prepare for the transition from high school to college. FY ...
and history classes and quickly expanded into religion, political science, and science. Unlike the video games that are central to the
serious games A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
movement, reacting games rely almost entirely on reading, writing, and speaking. This quality of the games has made them effective for developing academic literacy, noted by the use of the games for English language education in Japan. The dissemination of this pedagogy has largely been through annual national conferences held at
Barnard College Barnard College of Columbia University is a private women's liberal arts college in the borough of Manhattan in New York City. It was founded in 1889 by a group of women led by young student activist Annie Nathan Meyer, who petitioned Columbia ...
and regional conferences held at institutions throughout the United States.


Attributes

Reacting games have the following attributes: * Real historical setting * Rich texts * Multiple class meetings * Roles with well-developed characters * Victory objectives * Indeterminacy * Reading, writing, and speaking * Narrative structure with drama * Possibility of alternate historical outcomes * Accessibility to non-specialists Reacting games might also include the following common elements: * Factions * Elements of secrecy * Opening vignettes * Central texts A growing number of reacting games also make use of in-game currency or Personal Interest Points (PIPs).


Game length

The earliest reacting games all centered around a single, classic text and were played during half or a third of a semester. As the format of reacting games evolved, the requirement for a classic text was dropped and shorter games emerged. At present, reacting games fall into the following categories: Full games consist of 1-3 sessions of setup, 5-8 sessions of game-play, and 1-2 sessions for debriefing. Short games consist of 1 session of setup, 2-3 sessions of game-play, and one session for debriefing. Many of these games are designed to replace a single textbook chapter and typically span a week of class. Microgames consist of a single session of game-play, but usually require some setup and debriefing in the preceding and subsequent class sessions. A grant from the National Science Foundation launched a dozen new game prototypes with a shorter format. These are useful for conference workshops or for first-time reacting game players. They are meant to introduce the game format as much as they are to teach the content.


Relationship to other games and simulations


Case studies

Case studies A case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular fi ...
have long been used in the medical, business, and legal education. They ''might'' involve discussion, debate,
problem-based learning Problem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a define ...
, or
role-play Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing a ...
. By contrast, reacting games ''require'' debate and role-play. Unlike
case studies A case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular fi ...
, reacting games also must be set in a true historical setting.


Live action role-playing

A live action role-playing games (LARP) has participants assuming roles and playing them out in costume. While reacting games do indeed have students playing historical roles, this rarely involves costumes. Reacting games are used for education while LARP is primarily used for recreation. In addition, while LARPs usually include a fantasy element, reacting games are historical.


Educational debating

In educational
debate Debate is a process that involves formal discourse on a particular topic, often including a moderator and audience. In a debate, arguments are put forward for often opposing viewpoints. Debates have historically occurred in public meetings, a ...
(or ''debate team''), students competitively debate a topic following explicit rules. While educational debate involves only two teams ("for" and "against"), reacting games can involve multiple teams, including an undecided, indeterminate set of players. Educational
debate Debate is a process that involves formal discourse on a particular topic, often including a moderator and audience. In a debate, arguments are put forward for often opposing viewpoints. Debates have historically occurred in public meetings, a ...
also involves no role-playing and is not set in a historical setting. In addition, while debates focus on a single issue, reacting games feature multiple intellectual collisions, which necessitates shifting coalitions of players. Thus, those that are "for" and "against" change with each successive issue.


Model United Nations

While reacting games and
Model United Nations Model United Nations, also known as Model UN or MUN, is an educational simulation in which students can learn about diplomacy, international relations, and the United Nations. At a MUN conference, students work as the representative of a count ...
have many similarities (e.g. educational usage, roles, factions, voting)
Model UN Model United Nations, also known as Model UN or MUN, is an educational simulation in which students can learn about diplomacy, international relations, and the United Nations. At a MUN conference, students work as the representative of a count ...
simulations frequently focus on a fictional, rather than a historical scenario.


Historical simulation games

Historical simulation games are designed to model historical events. Both
tabletop Tabletop may refer to: Mountains * Table Top Mountain in Rangeville, Queensland, Australia * Table Top Mountain (New York) * Table Mountain in Cape Town, South Africa * Tepui, flat top mountains in South America Places * Tabletop, New South Wal ...
and electronic forms can be used in classes with the intent to challenge students to work through difficult scenarios and explore possible alternate historical outcomes. Reacting games may contain components of historical simulation games including random events and alternate historical outcomes, however, they are more typically focused around the clash of ideas and people than the direct modeling of military or historical events.


Economics simulation games

Economic simulations are commonly used in economics courses to model the outcomes of decisions made by groups of students in competition. Reacting games may include aspects of economic simulations: for example, the acid rain and the European environment game incorporates pollution credit trading as a primary game mechanism.


Assessment

Psychological studies of students participating in reacting games have shown students to gain an "elevated self-esteem and empathy, a more external locus of control, and greater endorsement of the belief that human characteristics are malleable compared with controls." Additional assessments are being conducted to gauge science content learning in some reacting games. Studies of reacting games played online (rather than face-to-face) show similar learning gains but lower student satisfaction. There has been little critique for the time being of reacting games. While there has been a great deal of enthusiasm for the methodology, much of that is in opposition to traditional lectures. Some students prefer a game format to traditional lecturing, but not all. The question of learning style as well as the oft-neglected teaching style should be taken into account. In the past, new methodologies have frequently been met with great enthusiasm initially, only to eventually confront realities of the classroom learning environment. The games do not lend themselves to all course material. Also, if students are exposed to too many games, it is likely there would be a "boredom" effect, perhaps as strong – if not even stronger – than that which may exist for some students to traditional lecture courses. In September 2019, the
Chronicle of Higher Education ''The Chronicle of Higher Education'' is a newspaper and website that presents news, information, and jobs for college and university faculty and student affairs professionals (staff members and administrators). A subscription is required to rea ...
publishe
a profile of Reacting to the Past
discussing its popularity as well as the debate surrounding the "idiosyncratic" pedagogy.


Published Reacting games

Reacting games are published by W. W. Norton & Company or by Reacting Consortium Press, an imprint of
University of North Carolina Press The University of North Carolina Press (or UNC Press), founded in 1922, is a university press that is part of the University of North Carolina. It was the first university press founded in the Southern United States. It is a member of the Ass ...
. As of November 2019, the following is a complete list of all published Reacting games: * Building the Italian Renaissance: Brunelleschi's Dome and the Florence Cathedral * Changing the Game: Title IX, Gender, and College Athletics * Charles Darwin, the Copley Medal, and the Rise of Naturalism, 1861-1864 * Confucianism and the Succession Crisis of the Wanli Emperor, 1587 *Constantine and the Council of Nicaea: Defining Orthodoxy and Heresy in Christianity, 325 CE * Defining a Nation: India on the Eve of Independence, 1945 *Environmental Science and International Politics: Acid Rain in Europe, 1979-1989, and Climate Change in Copenhagen, 2009 *Europe on the Brink, 1914: The July Crisis *Forest Diplomacy: Cultures in Conflict on the Pennsylvania Frontier, 1757 *Frederick Douglass, Slavery, and the Constitution, 1845 *Greenwich Village, 1913: Suffrage, Labor, and the New Woman * Henry VIII and the Reformation Parliament *Kentucky, 1861: Loyalty, State, and Nation *Mexico in Revolution, 1912-1920 *Modernism versus Traditionalism: Art in Paris, 1888-1889 *Patriots, Loyalists, and Revolution in New York City, 1775-1776 *Red Clay, 1835: Cherokee Removal and the Meaning of Sovereignty *Restoring the World, 1945: Security and Empire at Yalta * Rousseau, Burke, and Revolution in France, 1791 *The Collapse of Apartheid and the Dawn of Democracy in South Africa, 1993 *The Constitutional Convention of 1787: Constructing the American Republic *The Needs of Others: Human Rights, International Organizations, and Intervention in Rwanda, 1994 * The Threshold of Democracy: Athens in 403 B.C. (by
Josiah Ober Josiah Ober is an American historian of ancient Greece and classical political theorist. He is Tsakopoulos- Kounalakis Professor in honor of Constantine Mitsotakis, and professor of classics and political science, at Stanford University. His te ...
and Mark C. Carnes) *The Trial of Anne Hutchinson: Liberty, Law, and Intolerance in Puritan New England *The Trial of Galileo: Aristotelianism, the "New Cosmology," and the Catholic Church, 1616-1633


BLORG

Scholars at many universities around the world write Reacting games. The Reacting Consortium maintains
Big List of Reacting Games (BLORG)
listing many dozens of unpublished Reacting games according to five levels of development: * Level One: Concept (no playable prototype) * Level Two: Basic Prototype * Level Three: Complete Prototype * Level Four: Approved for Publication * Level Five: Published


Notes and references

;Notes ;References {{Reflist, colwidth=25em


External links


Reacting to the Past at Barnard CollegeReacting Consortium Library

Big List of Reacting Games

STEM Reacting Games
Educational Games Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are design ...