Tabletop Role-Playing Games in the Classroom
Abstract
This chapter focuses on how to use a systems-thinking approach to achieve critical learning outcomes through the implementation of tabletop role-playing games in the classroom. It offers a practical framework for the efficient implementation of diverse systems and subjects, aiming to alleviate the preparation burden often placed on educators, including learning game mechanics, maintaining student engagement, and designing scenarios. While this tool can be used for a variety of critical learning outcomes, the chapter highlights environmental justice, ethics and sustainability as the core example.
Fields of Study & Subjects
Educational Games and Gamification
Innovative Teaching Methodologies in Social Sciences
Problem and Project Based Learning
Publication details
- Journal / source
- CRC Press eBooks
- Pages
- 36–56
- Publication date
- 16 January 2026
- Language
- EN
- Document type
- Book chapter