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DESIGNING AN 
EDUCATIONAL ROLE-PLAYING 
GAME FOR FIVE 
TO SIX YEAR-OLDS 
Thesis presentation 21.11.2013 
Tanja Lehto
Thesis overview (1) 
 Type: Functional thesis 
 Topic: Designing a role-playing game to be 
used in kindergartens 
 Objective: To test whether role-playing games 
can be used in the education of five to six 
year-old children and how should they be 
planned to fulfill this objective 
 Purpose: Developing early childhood 
education and increasing the variety of 
working methods available
Thesis overview (2) 
 Output: The role-playing game Star Travellers and the 
Mission in Outer Space 
 An educational game to improve social skills 
 The final product was a complete set containing all the 
materials required to run the game 
 Reference material: early childhood education, social 
competence, educational games and game design 
 Implementation consisted of planning and testing the 
role-playing game Star Travellers and the Mission in 
Outer Space 
 I learned that role-playing games can be designed to 
be used as educational games with this age group
Learning in the early years 
 The learning process includes the child, the 
group, the subject matter, the methods, the 
organisation and the educator (Helenius 2008, 
53-55) 
 The learning process needs to be viewed 
holistically (Bruce 2011, 16) 
 "playing, movement, exploration and self-expression 
through different forms of art are 
ways of acting and thinking peculiar to 
children (The National Curriculum Guidelines 
on the Early Childhood Education and Care in 
Finland 2003, 19)
Social constructivist learning 
theory 
 Reality is constructed by people in social 
interaction (Kauppila 2007, 89) 
 Learning is an active process wherein the 
learner is actively forming his or her knowledge 
of the subject matter (Kauppila 2007, 50) 
 Social interaction reinforces the learning 
(Kauppila 2007, 114) 
 Reciprocal communication with the teacher and 
other students has an important role in learning 
(Kauppila 2007, 114)
Five to six year old children are 
able to ... 
 Give a coherent, chronologically correct 
account of events (Nurmi, Ahonen, Lyytinen, 
Lyytinen, Pulkkinen & Ruoppila 2006, 46) 
 Retrieve four to five units of information from 
their short term memory (Nurmi et al. 2006, 
50) 
 Engage in building games and role play. They 
are also starting to show interest in rule play 
(Nurmi et al. 2006, 61) which makes them a 
suitable target group for this project
Social skills and development 
 In VARSU assessment, social development is 
divided into three main categories: 
1. Interaction in peer relationships 
2. Acting in the environment and 
3. Awareness of the self and others (Bricker & Pretti- 
Frontczak 2004, 119) 
 Socially skilled behaviour receives a positive 
reaction from other which operates as social 
reinforcement of said behaviour (Salmivalli 2008, 
79) 
 Moral cognitions (e.g. values and norms) effect 
the social information processing of an individual 
(Salmivalli 2008, 97-98)
Social competence (Salmivalli 
2008) 
Social skills 
 Learned skills 
 Enable context 
appropriate 
behaviour 
 Result in a 
positive 
outcome 
Social 
congnition 
 Includes 
making 
observations, 
assessments 
and 
conclusions 
about social 
situations 
 Formulations 
of strategy 
Emotional 
regulation 
 Ability to affect 
the duration 
and intensity 
of one's 
emotional 
states 
Motivation 
 Setting social 
goals is 
related to an 
individuals 
conception of 
oneself and of 
others 
 Socially skilled 
individuals 
may still select 
goals that 
result in 
antisocial 
behaviour (e.g 
aggression or 
bullying as 
these may 
result in a 
desired 
outcome) 
Context 
 The 
environment 
and 
circumstances 
 E.g. the group 
dynamics of a 
kindergarten 
group 
 Social status 
affects the 
social 
attributions of 
others 
 Socialisation 
into the 
groups culture 
and norms
Defining play (1) 
 "the way in which children within a context, a 
culture, a family and a community, set about 
doing any or all of the following: trying to solve 
a problem they have set themselves; 
exploring and experiencing something that 
interests or concerns or scares or excites 
them; expressing and communicating their 
feelings related to their experiences. Play is 
thus always purposeful for the child." (Smidt 
2011, 2)
Defining play (2) 
 "play is a voluntary activity or occupation 
executed within certain fixed limits of time 
and place, according to rules freely 
accepted but absolutely binding, having its 
aim in itself and accompanied by a feeling of 
tension, joy and the consciousness that it is 
"different" from "ordinary life"." 
(Huizinga 1949, 28)
Components of a game (Costikyan 
2002, 10-12, 15-16, 18-19, 22, 24) 
 Player 
 Interaction 
 The players interact with the game and each other. 
 Decision making 
 Goals 
 Clear victory conditions or ones that depend on the motivations of the 
player 
 Struggle 
 Opponents, puzzle solving etc. 
 Structure 
 Rules and mechanics 
 Endogenous meaning 
 Objects of the game have a meaning in the game world, that exists 
solely in that imaginary reality
Games in education (1) 
 Games are increasingly taken seriously in 
education and research (Taylor, Backlund 
&Niklasson 2012, 649) 
 Various names are used for educational games, 
e.g.: learning games, serious games, pedagogical 
games, edu-LARPs, simulations 
 Games are suitable for teaching problem solving 
skills and furthering understanding of complex 
systems (Schell 2008, 446) 
 Games can be used to create insights and 
promote curiosity (Schell 2008, 447)
Games in education (2) 
 Role-playing game is an excellent platform for 
practicing storytelling as all the participants have 
an opportunity to move the story forward 
 National Curriculum Guidelines on the Early 
Childhood Education and Care in Finland states 
that children should be given opportunities to 
actively participate in varied artistic activities. 
(Stakes 2005, 23-24) Including role-playing 
games as an available early childhood education 
method would increase the number of different 
experiences available for use in early childhood 
education.
Role-playing games 
 Came to Finland in the 1970's (Lepp辰lahti, M. 
2009, 5) 
 In role-playing games, participants assume a 
make-believe character in an imaginary setting 
(Stenros & Harviainen 2011, 63). 
 Have much in common with the imaginary play 
and role play of children as well as dramatic 
play and improvisation theatre.
Types of role-playing games 
 Tabletop role-playing games (RPG) 
 Usually the game master describes the setting and actions of non-player 
characters and the players describe the actions of their characters 
 Usually involves a set of world descriptions and rules called a system 
 The systems are often commercial products, e.g. Dungeons & Dragons 
(Westerling 2013, 19) 
 Live-action-role-playing games (LARP) 
 Involve a physical aspect 
 Players have a lot of freedom 
 Number of players is not limited (Westerling 2013, 18; Lepp辰lahti 2002, 
20) 
 Freeform/Jeepform role-playing games 
 Freedom to adapt the form to the story, for every story (Wrigstad 2008, 
127) 
 Combine features of RPG and LARP 
 Game master controls the situation more than in larp
Implementation phases (1) 
 Pre-production 
 Concept development 
 Game type: freeform role-playing game 
 Genre: classic science fiction 
 Target audience: groups of five to six year-old children 
 Name: Star Travellers and the Mission in Outer Space 
 Research and resourcing 
 Gathering information on game design, social development, 
early childhood education... 
 Evaluationg the cost and availability of resources 
 Printing, laminating, facilities for the test sessions etc. 
 Most of the resources were made available by the worklife 
partner
Implementation phases (2) 
 Production 
 Content design 
 Game design and development was done in October 
and November 
 Testing 
 A total of four playtests of the material were arranged 
 One alpha test with two adult playtesters (18.10.) 
 Three beta-tests in the group five to six year-old children 
of Vilske kindergarten (30.10., 4.11. and 12.11.) 
 The evaluation went on during the entire playtesting-process 
 Evaluation was based on the feedback received from 
the playtesters and the observations made during the 
sessions
Implementation phases (3) 
 Post Production 
 Post-production took place in November after the 
final playtest 
 Creating the material-folder for the game 
 English translation of the game manual 
 Making the material available to the staff of the 
kindergarten
Game design overview (1) 
 Target group 
 Five to six year old children 
 Learning objectives 
 Reacting to the needs and emotions of others 
 Joining, participating and adhering in joint 
activities 
 Following of rules and asking for permission 
 Sharing equipment 
 Making choices and expressing preferences 
 Recognising emotions 
 Respecting others: rules and morality
Game design overview (2) 
 Setting and theme 
 Setting: Space travel 
 Themes: Cooperation, trust, managing in a group 
in a confined space 
 Materials and equipments 
 Economic and ecological concerns were 
considered 
 Materials and equipment consist mainly of prints, 
laminated prints, recycled materials and objects 
commonly found in kindergartens
Game design overview (3) 
 Characters, story and scenes 
 Simple characters are created by the participants in a pre-game- 
workshop 
 The events are set on a space voyage, on which the 
characters embark after receiving a message from outer 
space. 
 The structure of the session consists of exercises selected 
or created to promote at least one of the learning goals 
 Session structure of the playtests 
 Warm-up 
 Enactment 
 Debrief 
 Feedback
Observations and feedback 
 There are many things that had an effect on how 
the playtest sessions went 
 The warm-up of the game master 
 Mood, preparedness, emotions regarding the upcoming 
experience 
 Lighting and soundscape 
 How the instructions are given 
 Clarity, purposefulness 
 Having the materials quickly available 
 Interest, use of imagination, attitude and disposition of 
the participating children
What I leaned about using role-playing 
games in education 
 Role-playing game 
 ...is a flexible medium 
 ...allows various learning contents to be 
incorporated 
 ...allows reusing materials 
 Playtesting is essential in creating repeatable 
games 
 ...a finished game requires a lot of time to plan 
thoroughly 
 How to connect the exercises with the learning goals? 
 Requires knowledge of the medium, child developmnet 
and the subject matter
Ethical considerations 
 Anonymity and confidentiality 
 The thesis is published in Theseus, which must be 
taken into consideration when describing the setting 
and participants 
 Informed consent 
 Parents and children 
 Avoiding coercion 
 Role of the kindergartenteacher 
 Multicultural issues 
 Wordings in the game material do not presuppose a 
certain nationality of the participants
References 
 Bricker, D. & Pretti-Frontczak, K. 2004. VARSU: Varhaisen oppimaan ohjaamisen suunnitelma arviointimenetelm辰 
3-6-vuotiaille. Jyv辰skyl辰: PS-kustannus. 
 Bruce, T. 2011. Early Childhood Education. London: Hodder Education. 
 Costikyan, G. 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. In: M辰yr辰 F. (ed.) 
CGDC Conference Proceedings. Tampere: Tampere University Press, 933. 
http://www.digra.org/dl/db/05164.51146.pdf 
 Huizinga, J. 1949. Homo Ludens: a Study of the Play Element in Culture. Translated by No Name. London: 
Routledge. 
 Kauppila, R. A. 2007. Ihmisen tapa oppia: Johdatus sosiokonstruktivistiseen oppimisk辰sityk-seen. Jyv辰skyl辰: PS-kustannus. 
 Lepp辰lahti, M. 2002. Etnografiaa roolipelaamisesta. Lic.Phil. Turku University. Accessed 11 September 2013 
http://www.doria.fi/bitstream/handle/10024/37272/lisensiaatintyo2002Leppalahti.pdf?sequence=1 
 Nurmi, J-E., Ahonen, T., Lyytinen, H., Lyytinen, P., Pulkkinen, L. & Ruoppila, I. 2006. Ihmisen psykologinen 
kehitys. Helsinki: WSOY Oppimateriaalit Oy. 
 Salmivalli, C. 2008. Kaverien kanssa Vertaissuhteet ja sosiaalinen kehitys. 2nd Edition. Juva: WSOY. 
 Schell, J. 2008. The Art of Game Design A Book of Lenses. USA: Elsevier. 
 Stenros, J. & Harviainen, J. T. 2011. Katsaus pohjoismaiseen roolipelitutkimukseen. In: Suominen, J., Koskimaa, 
R., M辰yr辰, F., Sotamaa, O. & Turtiainen, R. (ed.) Pelitutkimuksen vu-osikirja 2011, 62-72. 
http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-kaikki.pdf 
 Taylor, A-S., Backlund, P. & Niklasson, L. 2012. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious 
Games. Simulation & Gaming, 43 (5), 648-672. Accessed 12 October 2013. 
http://sag.sagepub.com/content/43/5/648 
 Vygotsky, L. S. 1978. Mind in Society: The Development of Higher Psychological Processes. Cambridge 
Massachussets: Harward University Press.

More Related Content

Larp in early childhood education_Tanja Lehto (Laurea UAS 2013)

  • 1. DESIGNING AN EDUCATIONAL ROLE-PLAYING GAME FOR FIVE TO SIX YEAR-OLDS Thesis presentation 21.11.2013 Tanja Lehto
  • 2. Thesis overview (1) Type: Functional thesis Topic: Designing a role-playing game to be used in kindergartens Objective: To test whether role-playing games can be used in the education of five to six year-old children and how should they be planned to fulfill this objective Purpose: Developing early childhood education and increasing the variety of working methods available
  • 3. Thesis overview (2) Output: The role-playing game Star Travellers and the Mission in Outer Space An educational game to improve social skills The final product was a complete set containing all the materials required to run the game Reference material: early childhood education, social competence, educational games and game design Implementation consisted of planning and testing the role-playing game Star Travellers and the Mission in Outer Space I learned that role-playing games can be designed to be used as educational games with this age group
  • 4. Learning in the early years The learning process includes the child, the group, the subject matter, the methods, the organisation and the educator (Helenius 2008, 53-55) The learning process needs to be viewed holistically (Bruce 2011, 16) "playing, movement, exploration and self-expression through different forms of art are ways of acting and thinking peculiar to children (The National Curriculum Guidelines on the Early Childhood Education and Care in Finland 2003, 19)
  • 5. Social constructivist learning theory Reality is constructed by people in social interaction (Kauppila 2007, 89) Learning is an active process wherein the learner is actively forming his or her knowledge of the subject matter (Kauppila 2007, 50) Social interaction reinforces the learning (Kauppila 2007, 114) Reciprocal communication with the teacher and other students has an important role in learning (Kauppila 2007, 114)
  • 6. Five to six year old children are able to ... Give a coherent, chronologically correct account of events (Nurmi, Ahonen, Lyytinen, Lyytinen, Pulkkinen & Ruoppila 2006, 46) Retrieve four to five units of information from their short term memory (Nurmi et al. 2006, 50) Engage in building games and role play. They are also starting to show interest in rule play (Nurmi et al. 2006, 61) which makes them a suitable target group for this project
  • 7. Social skills and development In VARSU assessment, social development is divided into three main categories: 1. Interaction in peer relationships 2. Acting in the environment and 3. Awareness of the self and others (Bricker & Pretti- Frontczak 2004, 119) Socially skilled behaviour receives a positive reaction from other which operates as social reinforcement of said behaviour (Salmivalli 2008, 79) Moral cognitions (e.g. values and norms) effect the social information processing of an individual (Salmivalli 2008, 97-98)
  • 8. Social competence (Salmivalli 2008) Social skills Learned skills Enable context appropriate behaviour Result in a positive outcome Social congnition Includes making observations, assessments and conclusions about social situations Formulations of strategy Emotional regulation Ability to affect the duration and intensity of one's emotional states Motivation Setting social goals is related to an individuals conception of oneself and of others Socially skilled individuals may still select goals that result in antisocial behaviour (e.g aggression or bullying as these may result in a desired outcome) Context The environment and circumstances E.g. the group dynamics of a kindergarten group Social status affects the social attributions of others Socialisation into the groups culture and norms
  • 9. Defining play (1) "the way in which children within a context, a culture, a family and a community, set about doing any or all of the following: trying to solve a problem they have set themselves; exploring and experiencing something that interests or concerns or scares or excites them; expressing and communicating their feelings related to their experiences. Play is thus always purposeful for the child." (Smidt 2011, 2)
  • 10. Defining play (2) "play is a voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy and the consciousness that it is "different" from "ordinary life"." (Huizinga 1949, 28)
  • 11. Components of a game (Costikyan 2002, 10-12, 15-16, 18-19, 22, 24) Player Interaction The players interact with the game and each other. Decision making Goals Clear victory conditions or ones that depend on the motivations of the player Struggle Opponents, puzzle solving etc. Structure Rules and mechanics Endogenous meaning Objects of the game have a meaning in the game world, that exists solely in that imaginary reality
  • 12. Games in education (1) Games are increasingly taken seriously in education and research (Taylor, Backlund &Niklasson 2012, 649) Various names are used for educational games, e.g.: learning games, serious games, pedagogical games, edu-LARPs, simulations Games are suitable for teaching problem solving skills and furthering understanding of complex systems (Schell 2008, 446) Games can be used to create insights and promote curiosity (Schell 2008, 447)
  • 13. Games in education (2) Role-playing game is an excellent platform for practicing storytelling as all the participants have an opportunity to move the story forward National Curriculum Guidelines on the Early Childhood Education and Care in Finland states that children should be given opportunities to actively participate in varied artistic activities. (Stakes 2005, 23-24) Including role-playing games as an available early childhood education method would increase the number of different experiences available for use in early childhood education.
  • 14. Role-playing games Came to Finland in the 1970's (Lepp辰lahti, M. 2009, 5) In role-playing games, participants assume a make-believe character in an imaginary setting (Stenros & Harviainen 2011, 63). Have much in common with the imaginary play and role play of children as well as dramatic play and improvisation theatre.
  • 15. Types of role-playing games Tabletop role-playing games (RPG) Usually the game master describes the setting and actions of non-player characters and the players describe the actions of their characters Usually involves a set of world descriptions and rules called a system The systems are often commercial products, e.g. Dungeons & Dragons (Westerling 2013, 19) Live-action-role-playing games (LARP) Involve a physical aspect Players have a lot of freedom Number of players is not limited (Westerling 2013, 18; Lepp辰lahti 2002, 20) Freeform/Jeepform role-playing games Freedom to adapt the form to the story, for every story (Wrigstad 2008, 127) Combine features of RPG and LARP Game master controls the situation more than in larp
  • 16. Implementation phases (1) Pre-production Concept development Game type: freeform role-playing game Genre: classic science fiction Target audience: groups of five to six year-old children Name: Star Travellers and the Mission in Outer Space Research and resourcing Gathering information on game design, social development, early childhood education... Evaluationg the cost and availability of resources Printing, laminating, facilities for the test sessions etc. Most of the resources were made available by the worklife partner
  • 17. Implementation phases (2) Production Content design Game design and development was done in October and November Testing A total of four playtests of the material were arranged One alpha test with two adult playtesters (18.10.) Three beta-tests in the group five to six year-old children of Vilske kindergarten (30.10., 4.11. and 12.11.) The evaluation went on during the entire playtesting-process Evaluation was based on the feedback received from the playtesters and the observations made during the sessions
  • 18. Implementation phases (3) Post Production Post-production took place in November after the final playtest Creating the material-folder for the game English translation of the game manual Making the material available to the staff of the kindergarten
  • 19. Game design overview (1) Target group Five to six year old children Learning objectives Reacting to the needs and emotions of others Joining, participating and adhering in joint activities Following of rules and asking for permission Sharing equipment Making choices and expressing preferences Recognising emotions Respecting others: rules and morality
  • 20. Game design overview (2) Setting and theme Setting: Space travel Themes: Cooperation, trust, managing in a group in a confined space Materials and equipments Economic and ecological concerns were considered Materials and equipment consist mainly of prints, laminated prints, recycled materials and objects commonly found in kindergartens
  • 21. Game design overview (3) Characters, story and scenes Simple characters are created by the participants in a pre-game- workshop The events are set on a space voyage, on which the characters embark after receiving a message from outer space. The structure of the session consists of exercises selected or created to promote at least one of the learning goals Session structure of the playtests Warm-up Enactment Debrief Feedback
  • 22. Observations and feedback There are many things that had an effect on how the playtest sessions went The warm-up of the game master Mood, preparedness, emotions regarding the upcoming experience Lighting and soundscape How the instructions are given Clarity, purposefulness Having the materials quickly available Interest, use of imagination, attitude and disposition of the participating children
  • 23. What I leaned about using role-playing games in education Role-playing game ...is a flexible medium ...allows various learning contents to be incorporated ...allows reusing materials Playtesting is essential in creating repeatable games ...a finished game requires a lot of time to plan thoroughly How to connect the exercises with the learning goals? Requires knowledge of the medium, child developmnet and the subject matter
  • 24. Ethical considerations Anonymity and confidentiality The thesis is published in Theseus, which must be taken into consideration when describing the setting and participants Informed consent Parents and children Avoiding coercion Role of the kindergartenteacher Multicultural issues Wordings in the game material do not presuppose a certain nationality of the participants
  • 25. References Bricker, D. & Pretti-Frontczak, K. 2004. VARSU: Varhaisen oppimaan ohjaamisen suunnitelma arviointimenetelm辰 3-6-vuotiaille. Jyv辰skyl辰: PS-kustannus. Bruce, T. 2011. Early Childhood Education. London: Hodder Education. Costikyan, G. 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. In: M辰yr辰 F. (ed.) CGDC Conference Proceedings. Tampere: Tampere University Press, 933. http://www.digra.org/dl/db/05164.51146.pdf Huizinga, J. 1949. Homo Ludens: a Study of the Play Element in Culture. Translated by No Name. London: Routledge. Kauppila, R. A. 2007. Ihmisen tapa oppia: Johdatus sosiokonstruktivistiseen oppimisk辰sityk-seen. Jyv辰skyl辰: PS-kustannus. Lepp辰lahti, M. 2002. Etnografiaa roolipelaamisesta. Lic.Phil. Turku University. Accessed 11 September 2013 http://www.doria.fi/bitstream/handle/10024/37272/lisensiaatintyo2002Leppalahti.pdf?sequence=1 Nurmi, J-E., Ahonen, T., Lyytinen, H., Lyytinen, P., Pulkkinen, L. & Ruoppila, I. 2006. Ihmisen psykologinen kehitys. Helsinki: WSOY Oppimateriaalit Oy. Salmivalli, C. 2008. Kaverien kanssa Vertaissuhteet ja sosiaalinen kehitys. 2nd Edition. Juva: WSOY. Schell, J. 2008. The Art of Game Design A Book of Lenses. USA: Elsevier. Stenros, J. & Harviainen, J. T. 2011. Katsaus pohjoismaiseen roolipelitutkimukseen. In: Suominen, J., Koskimaa, R., M辰yr辰, F., Sotamaa, O. & Turtiainen, R. (ed.) Pelitutkimuksen vu-osikirja 2011, 62-72. http://www.pelitutkimus.fi/vuosikirja2011/ptvk2011-kaikki.pdf Taylor, A-S., Backlund, P. & Niklasson, L. 2012. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games. Simulation & Gaming, 43 (5), 648-672. Accessed 12 October 2013. http://sag.sagepub.com/content/43/5/648 Vygotsky, L. S. 1978. Mind in Society: The Development of Higher Psychological Processes. Cambridge Massachussets: Harward University Press.