The research project 'Live Action Role Playing Games in School Education', its pilot study beginning in November 2009, is designed to test the effectiveness of LARPs in teaching History and Polish Literature at high-school level. Taking into account previous research on educational drama, as well as the characteristics of LARP as entertainment, we shall assume that LARP can be a highly effective teaching tool. By means of controlled experiments in schools, this hypothesis will be subjected to empirical testing.
This study introduces the work of the larp group EH GAMES within the context of the Slovak larp scene. In the opening it outlines the key periods of Slovak larping: the character of the first Slovak larp plays, the boom after 2004 and the recession following 2010. Then it deals with the plays that constituted the work of Branislav Skrečko, the founding member of the EH GAMES group, and consequently the work of this group. Based on the most frequently performed plays, Párty (2013) and Game of Kings (2014), the author identifies the characteristic features of this larp group. In the conclusion the author situates the EH GAMES group in the context of a change in the perception of larping as more than a leisure activity.
The report presents the results of a pilot study on the educational efficiency of Live Action Role Play as lessons integrating and revising large packages of subject knowledge. Early research results obtained in high-school history classes suggest an advantage of LARP over conventional revision. However, this data must not be considered as a final result, as the sample was relatively small (4 games, with 107 students in larp groups and 130 in control groups) and the execution of the research programme was incomplete. The tentative data needs to be confirmed in a large-scale study, and the research procedure needs to be improved, drawing on the experience from the pilot study.
The article is an outcome of the analysis of student transformations observed in the participants of 27 live-action role-plays which took place in the years 1999–2017 in a high school in Łochów (Poland). Seven areas of observations of the transformations have been identified: 1) the difficulty of introducing the LARP technique at school; 2) the attractiveness of voluntary participation; 3) incidents of hate speech; 4) playing for the pleasure of participation and playing for a measurable outcome/mission accomplishment; 5) student attitudes to historical realities and fantasy conventions; 6) type of engagement: focus on private history and participation in major social events; 7) student attitudes: commitment on the side of evil and on the side of good; selecting moral and immoral methods to achieve goals. The authors attempted to hypothesize about the possible reasons for the transformations (or their lack) and draw conclusions.
PL
Artykuł jest wynikiem analizy zaobserwowanych uczniowskich przemian uczestników 27 teatralnych gier fabularnych, które miały miejsce w latach 1999–2017 w liceum ogólnokształcącym w Łochowie. Wydzielono siedem obszarów obserwacji przemian: 1) trudność wprowadzania techniki larpu w szkole; 2) atrakcyjność dobrowolnego uczestnictwa; 3) występowanie mowy nienawiści; 4) granie nastawione na samą przyjemność płynącą z uczestnictwa a granie nastawione na mierzalny wynik/realizację misji; 5) stosunek uczniów do realiów historycznych a do konwencji fantasy; 6) typ zaangażowania: nastawienie na historię prywatną a na udział w wielkich wydarzeniach społecznych; 7) postawy uczniowskie: zaangażowanie po stronie zła a po stronie dobra; dobór metod moralnych a niemoralnych w osiąganiu celów. Autorzy starali się formułować hipotezy dotyczące prawdopodobnych powodów przemian (lub ich braku) oraz wyciągać wnioski.
The contribution deals with the theme of live-action role-playing games in the Czech Republic at present. The general part includes explanation of used terms LARP and drevarna, brief history of these games in the world and in the Czech Republic, description of particular types of drevarna including a brief overview of the most favorite actions of this type; it mentions the players community, its structure and relation to other similar free-time activities. The second part of the contribution is dedicated to one of the biggest fantasy drevarna-type games in the Czech Republic - The Battle of Five Armies. The author depicts origin of this action in 2000 and its development until today, game rules to make weapons and costumes, rules for system of duels, game objects used, preparations for the game on the part of the players and arrangers and the course of the game itself taking account of the year 2010. The text is completed with the game world map and some photos of costumed players.
The aim of the research is to investigate the correlation between age and playing styles in an authorial role-playing game. In the designed research the authors have assumed the playing styles defined by Richard Bartle, that is: the socializer, the killer, the achiever, the explorer. The research subjects came from three age groups: university students (18-25), corporate workers (35-50) and seniors (65+). The research was conducted with the use of the quantitative method on the basis of the playing styles observation sheet developed in accordance with the operationalization of Bartle’s taxonomy. Throughout the conducted observations one could observe clear behaviours, adequate with the operationalized taxonomy of Bartle. The dominant type in every age group was the socialiser, on the other hand only a few behaviours were associated with the killer type. In every age category there was a specific pattern of the observed behaviours, which are possible to explain by comparison to the everyday activities of the investigated age groups. Knowledge about the correlation between age and playing style could be useful for game creators and educators, who want to use the game as an educational method.
Teza. Artykuł porusza kwestię wykorzystywania gier fabularnych (ang. RPG - Role Playing Game) w procesie edukacyjnym, ale także terapeutycznym. Autor dąży do zestawienia aktualnych danych krajowych i zagranicznych na ten temat. Podstawowym założeniem, jakie jest motywem przewodnim artykułu jest analiza procesu dydaktycznego pod kątem wartości doświadczenia własnego i spontanicznej aktywności. Omówione koncepcje. Zaprezentowane badania pochodzą z praktyki pedagogicznej lub terapeutycznej wykorzystującej gry fabularne. Różnorodność tej rozrywki sprawia, że niektóre z prac skupiają się na aspekcie klasycznych gier RPG, inne zaś bardziej na teatralnych grach fabularnych (ang. LARP - Live Action Role Play), często w uproszczonej formie gier dramowych. Wyniki i wnioski. Zasadność używania gier fabularnych w edukacji opiera się na wartości doświadczenia własnego oraz wyciągania z niego wniosków, które pełni istotną funkcję w procesie nauczania. Uczestnictwo całym sobą w grze osadzonej w realiach historycznych lub z użyciem języka obcego, znacząco podnosi poziom zaangażowania uczniów oraz jakość ich przemyśleń. Jednocześnie wielu badaczy zwraca uwagę na trudności metodologiczne w ustaleniu rzeczywistej efektywności gier RPG, jako metody nauczania. Pojawiające się w badaniach refleksje autorów zmierzają do wspólnego stanowiska, mówiącego, że zarówno brak rzetelnych badań dotyczących gier fabularnych, jak również olbrzymia schematyczność obecna w polskim kształceniu sprawiają, iż szerokie stosowanie gier różnego typu w trakcie lekcji wciąż pozostaje pojawiającą się sporadycznie ciekawostką, nie uznawaną za wartościową metodę. Wartość poznawcza podejścia. Praca ma charakter zestawiający polskie opracowania z zagranicznymi i dokonuje porównania tych badań, co prowadzi do stosunkowo krytycznych wniosków dotyczących stanu polskiej edukacji i myślenia o istotności osobistego doświadczenia zarówno w nauce, jak i procesie terapeutycznym.
EN
Thesis. The article deals with the issue of the use of role playing games (RPG) in the educational process, but also in the therapeutic process. The author attempts to compile current national and foreign data on this subject. The basic assumption underlying the article is to analyze the didactic process in terms of the value of personal experience and spontaneous activity. Concepts discussed. The research is derived from pedagogical or therapeutic practice using role playing games. The diversity of this entertainment means that some of the works focus on the aspect of classic RPG games, while others focus more on theatrical role playing games (LARP - Live Action Role Play), often in a simplified form of drama games. Results and conclusions. The validity of using role playing games in education is based on the value of the author’s own experience and learning from it, which plays an important role in the teaching process. Participation in a game embedded in the realities of history or using a foreign language significantly increases the level of students' involvement and the quality of their thinking. At the same time, many researchers point to methodological difficulties in determining the real effectiveness of RPG games as a teaching method. The author’s reflections appearing in the research aim at the combined approach that both the lack of reliable research on role-playing games, as well as the huge conventionality present in Polish education mean that the wide use of games of various types during lessons still remains an infrequent curiosity, unrecognized for its valuable method. The cognitive value of the approach. The study combines Polish studies with foreign ones and cpmpares them, which leads to relatively critical conclusions about the state of Polish education and thoughts on the importance of personal experience in both the scientific and therapeutic processes.
The article presents methodological ideas for the use of theatrical and narrative role-playing games in teaching the humanities - especially selected syllabus contents of Polish literature in secondary school. The illustrated contents are references to LARP entitled 'The Ball at Senator Vasylev's' referring to selected scenes from the 3rd part of 'Dziady' by Adam Mickiewicz.
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