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Teaching Theology and Religion, ISSN 1368-4868, 2008, vol. 11 no. 4, pp 230–235.

Role-Playing and Religion: Using Games to


Educate Millennials
Adam L. Porter
Illinois College

Abstract. I have been experimenting with using role- assigned to represent different nations and the course
playing and games in my religion classes for several ended with a peace conference. Mr. Biedron’s approach
years and have found that students respond well to these was unusual enough that when he retired, the Washing-
pedagogical tools and methods. After reviewing my ton Post did an article on him (Gowen 2002). I have
experiences, I explore the reasons for students’ positive been using the peace conference idea whenever I teach a
response. I argue that role-playing games capitalize on course on the Middle East, but more recently I have
our students’ educational expectations and fondness for become interested in using role-playing in my classes
game-play, by drawing them into exploring significant more systematically.
texts and ideas. Of particular interest for religion and The impetus for exploring gaming came in 2004. In
theology professors, these sorts of games also encourage that year, I heard a presentation by Gary Yamasaki
empathy towards other viewpoints. at the AAR/SBL conference (Yamasaki 2004). He
described how he used the “Acts Game” to help improve
student attendance and engagement with his class on
Like many teachers, I struggle with student engagement. Acts. Putting students into teams and rewarding them
Getting my students to read texts, to think critically for team attendance and team performance encouraged
about them, and to discuss their ideas in class is a them to pressure each other to come to class and to
challenge. Infrequently, I have students who do research prepare for class. He also reported that the mood in
on their own initiative, but more commonly I need to the classroom changed when he introduced a “game”
require it. Just getting them to show up for class can be format. At about the same time, I read an article by
difficult! Since there is a correlation between student Mark Carnes describing his experiences using games in
engagement and success, including persistence to gradu- his classroom (Carnes 2004). Carnes’s methodology –
ation, encouraging student engagement is important to known as Reacting – assigned students to historical roles
me. I have tried a variety of different approaches to and the classroom became the forum where students
improve it, some pedagogical (such as using active learn- reenacted debates from critical moments in history.
ing techniques or having students read aloud in class) Although Carnes’s method differed from Yamasaki’s, he
and some more punitive (like quizzes on the reading). too reported improved attendance, preparation, and
Over the last several years, I have been trying another performance – the areas in which I also sought improve-
approach: using role-playing games. I was first exposed ment. Inspired by these two sources, I decided to incor-
to this method of teaching when I was in high school, in porate student-teams and some role-playing in my
Bethesda, Maryland. One teacher, Mr. Biedron, often Introduction to the New Testament class in the spring of
used role-playing games. For Russian history, Mr. 2005.
Biedron was the tsar and students were assigned to be This class used limited role-playing in a game format.
nobles, serfs, and the like. Halfway through the semester Students were assigned to different teams (Pharisees,
there was a revolution, and Mr. Biedron became the Sadducees, Romans, Zealots, Essenes, or Christians).
general secretary, the nobles went through “reeduca- They read Theissen’s Shadow of the Galilean (1987) as
tion,” and some of the serfs became leaders of the Com- a general introduction to the society and sects of first-
munist Party. In Middle Eastern history, students were century Judea. They also read the descriptions of the
© 2008 The Author
Journal compilation © 2008 Blackwell Publishing Ltd
Role-Playing and Religion 231

sects from Josephus and Pliny. After this background, was relatively short. More importantly, the game was
we read the Gospels. For each Gospel, the teams wrote not balanced, since the outcome was a foregone conclu-
papers discussing how “they” (the social group they sion: the Romans executed populist leaders. Thus, no
were assigned to) were represented. Some groups com- matter how persuasively teams argued for clemency, if
plained that the Gospel misrepresented them (“We the Romans played their roles correctly, they would
Pharisees are not hypocrites!”). The Christian team always decide to execute Jesus. I suppose this illustrates
made comments about the different descriptions of Jesus the frustrations of being the subaltern, but since students
(“Is the Son of Man the same as the Son of God?”). And could not be “successful” in their arguments, it reduced
teams not mentioned in the Gospels, such as the Zealots, the incentive to actually work hard. The students did not
discussed whether they agreed with Jesus’s teachings or notice this for the Jesus trial, but some of them caught
not (“Render unto Caesar? No way!”). When reading onto it for the Paul trial, and their arguments were not
the Pauline corpus, students read several secondary as strong.
articles and wrote individual papers, but collaborated Pleased with my initial experience using role-playing
on a team paper on Romans, discussing whether they in my New Testament class, I sought to learn more about
agreed with Paul’s arguments or not. Since the responses Mark Carnes’s Reacting methodology. Because Reacting
were written from the perspective of first-century emphasizes role-playing, a particularly effective way to
people, students struggled to contextualize scripture in experience its potential is to actually play a game. So
light of history. This was a new idea for almost all several times per year, there are short Reacting symposia
the students, and more challenging for some than offered at different locations. Joined by three of my
others. colleagues, I attended a Reacting conference at Michigan
For most students, the highlight of the class was the State University in April 2006. While there, I played the
reenactment of the trials of Jesus and Paul. The teams “Athens at the Threshold of Democracy” game and
prepared for the trials by writing position papers, based learned more about the Reacting methodology.
on their previous essays, outlining their team’s argu- Reacting game modules are long – each game takes
ments about why each man should be pardoned or about a month and most faculty use three per semester.
executed. During the trials, the Roman team ran the They are also complex. Each module is set at an inter-
classroom, often struggling to maintain order (one esting point in history, when different groups were
Roman team eventually exiled one of the Zealots to arguing about several topics or alternate courses of
stand in the corner). To do well in the trial, students had action. Students are assigned to teams, which work
to demonstrate their mastery of the materials: each together to write papers and construct arguments, and
group challenged the others to “prove it from the text.” then present them to the class. Students are not allowed
My students are prone to making vague general state- to read from these papers; rather, they use note cards to
ments or talking about their personal beliefs rather than help them remember their argument, which ensures that
discussing texts. In the trial setting, I, as the instructor, their presentations are dynamic. Since some students are
did not have to point out the weakness of this sort of “indeterminates” and have no position on a topic, they
rhetoric – the other students recognized it and de- are the target audience for the teams: when a vote is
manded that their classmates support their statements called, will you have persuaded enough of your indeter-
more robustly. minate classmates to side with you? Games present a
Another benefit was that students empathized with variety of issues, so characters who agree on one issue
their characters. Thus, most of the students, although might disagree on another, and someone who is indeter-
Christian in real life, played Roman or Jewish characters. minate on issue “A” may have strong feelings about
Some argued that Jesus needed to be executed because he issue “B.” When a game is over, the class discusses
– like other popular leaders – frightened the Romans. “what really happened” and why the class’s simulation
Would they have argued this themselves? I doubt it. But followed history or veered off in a different direction.
they were able to separate themselves from their charac- Inspired by my experience in playing a Reacting
ters and in so doing, came to understand why some game, I organized a class around this methodology:
first-century Jews thought it necessary to arrest Jesus and Reacting to Western Religion. The class used three
to hand him over to the Roman authorities. modules. The first, which I am developing with David
My goals for the class were to encourage engage- Tabb Stewart, was “Deuteronomy and Josiah’s Refor-
ment, to teach the students to think about scripture mation.” It is set at the time of the discovery of the
critically, to learn about first-century Judea, and to “book of the Law,” probably the core of Deuteronomy.
foster collaborative learning. Each of these goals was Students are asked whether they should reform Judah’s
fulfilled partially, but I felt that I tacked-on the role- religion to bring it in line with Deuteronomy or not. The
playing component to my New Testament introduction. second module was “Constantine and the Council of
While students worked together in teams throughout the Nicaea,” which explores the theological debates among
semester, the amount of time spent actually role-playing different groups of Christians about the nature of Jesus
© 2008 The Author
Journal compilation © 2008 Blackwell Publishing Ltd
232 Porter

and questions of canon. And the third was “The Trial of • Liminality. The Reacting classroom is different: stu-
Anne Hutchinson,” which explores issues of Puritan and dents run it, they reenact history, they are not
Calvinist theology. Interesting themes connect the three themselves, but characters in a drama. Liminality is
modules: all explore issues of reforming religion, all the interesting and students can be drawn into the class
reforms had significant impacts on women’s religious more deeply.
experiences, and all struggle to define what constitutes
“scripture” or how to interpret it. I agree with Carnes’s analysis, but I think we can
These are not easy topics and my students worked go further. While Carnes’s motivational inducements
hard to understand unfamiliar sources (such as non- would have encouraged earlier generations, I believe
canonical early church documents) or to read familiar they offer special resonance with the current generation
documents in new ways (such as considering the eco- of college students, the “Millennials” (Howe and
nomic or social impact of the Deuteronomistic reforms). Strauss 2000; Hesel and Pryor 2007; Hoover 2007).
Most found it difficult to comprehend the theological According to Howe and Strauss, the Millennials have
debates that raged in the early church or in Puritan New specific expectations about education (Howe and
England. But, although the material was demanding, the Strauss 2003). Notably, they suggest that Millennials
debates were vigorous and, as with my New Testament tend to be very social, with large circles of friends; are
class, the students frequently called upon each other to used to collaborating with their peers on schoolwork;
support their arguments better. As one of the students prefer “useful” work to “original” work; expect their
wrote on the course evaluation form, “The debate-like teachers to notice them and monitor their performance
setting made it impossible not to learn because we all in order to reward them for doing well or to offer
had to have some type of argument and come prepared assistance if they are doing poorly; and prefer many
to argue at every class.” Am I satisfied with this class? smaller assignments to one-time exams or papers.
Not yet. I need to figure out better ways to provide Other scholars have noted that the Millennials have
feedback to students, to help them understand difficult been raised in a world of games, especially computer or
texts, to give them more time to plan strategy, and so video games. These games may have negative effects on
forth. But I was delighted with their energetic classroom people (or not – the debate continues to rage), but
performance and am looking forward to teaching the all games involve problem-solving, critical thinking,
class again this fall. and strategy. Learning by playing games (whether
Why do students respond so well to games and role- chess, poker, or Quake) emphasizes a trial-and-error
play in classrooms? Carnes identified several “motiva- approach. Players try one strategy and fail; the next time
tional inducements of the Reacting Pedagogy” (Carnes they play, they try a different strategy. This approach is
2005b, 6–10). These include the following: very different than the traditional “logical, rule-based
approach to solving problems” (Oblinger 2003, 40).
Additionally, many games offer more than one path to
• Escaping from oneself. This allows undergraduates to victory. “The value [of the game] is not all tied up in
assume identities different from their own and to ‘winning’ one way; it is more about the path to victory
articulate thoughts or positions different from their itself” (Carstens and Beck 2005, 23). But most games
own. are competitive and many people play games with the
• Competition. Most historical moments involve con- hope of winning.
flict between different factions or ideas. One could correctly argue that not all gamers are
• Teamwork. Students learn to coordinate their efforts Millennials, since 20 percent of adults over fifty play
and help each other. Stronger students help weaker games (Oblinger 2006, 2). But Millennials play games at
students and both benefit. much higher rates than older Americans: 77 percent of
• Student empowerment. Reacting games empower college students are gamers (Rainie 2007, 10). Thus,
students by allowing them to run the classroom. They while gaming is popular among most age demographics,
decide the agenda and determine who speaks, gov- it is more common among Millennials. And, contrary to
erned by the rules of the game. popular opinion, more women (60 percent) than men
• Vicarious engagement with the past. Reacting allows (40 percent) play computer or online games, while
students to engage with the past, rather than just roughly equal numbers play video games (Jones 2003,
reading about it. This allows them to internalize 6).
some of the ideas and thus learn them better. What interests me is how many of Carnes’s motiva-
• Drama. Reacting games are set at important tional inducements resonate especially well with the
moments in human history. Students are drawn into traits of current college students. Let’s consider his list
the drama and are less likely to skip class, especially again, in light of the data about Millennials and gamers.
towards the end of a module, when important deci- Gamers are used to “escaping” from themselves,
sions are made. playing in computer-generated worlds as characters very
© 2008 The Author
Journal compilation © 2008 Blackwell Publishing Ltd
Role-Playing and Religion 233

different from themselves. These characters run the learning’s sake, students have a practical, pragmatic
gamut from super soldiers to Tolkeinesque elves and reason to master abstract ideas: they want to be able to
dwarves. Even those who do not play games may argue and convince indeterminate characters to support
assume alternate roles on the web: as a famous New them. While Millennials may not see much use for origi-
Yorker cartoon noted, “On the internet, no one knows if nal work, most instructors do. Reacting addresses this
you’re a dog” (Steiner 1993). For students with a history pedagogical need as well. Each character role has a
of playing games or entering chat rooms, escaping into a slightly different argument, so students cannot easily
different character would be familiar (Turkle 1997). crib their papers; since their speeches have to be made
Millennials are used to competition and may partici- from note cards, they have to have achieved a certain
pate in organized sports at higher rates than the previous level of mastery of the material to succeed. Finally, stu-
generation (Howe and Strauss 2000, 172). The games dents are rewarded for good arguments by garnering the
they play are also competitive, offering either computer- support of their peers.
generated opponents, or the option to play with or Appealing to the students’ sense of drama does not
against other human players. Losing (dying) often has seem to have an obvious connection to Millennials. Nor
little cost, but players still strive to win. In Reacting, do we often think of games as offering us a dramatic
winning may help a student’s final grade a fraction, but narrative. Indeed, most traditional card games (bridge
losing has a low cost; nonetheless, students want to win or hearts) or board games (chess) offer no significant
the game. Finally, competition is part of our society in story; rather, they are abstract strategy games. Some
business, sports, and other fields, although not usually in video games are similar, with almost no narrative struc-
the classroom. Rather than fight the competitive model, ture (Tetris), but many successful franchises develop
Reacting co-opts it for an educational benefit. major characters, and gamers purchase games to see
While sports and video games are competitive, both what happens in the story. According to Lawrence
offer the opportunity to participate in team activities. Kutner, popular games offer “complex characters and
This may be obvious for most sports, but starting in the very interesting, intricate plots” (Kutner 2008). The
1990s (first with the game Doom and later with Quake), most profitable game to date is Grand Theft Auto IV
team play became available to gamers. This first appeared (Pham 2008) which offers “a richly textured and thor-
on computer games on local area networks (LAN Party oughly compelling work of cultural satire disguised as
2008) and later on the internet. Gamers arranged teams fun,” featuring “a pungent script by Dan Houser and
not only in first-person shooters (FPS), but also in mas- Rupert Humphries that reveals a mastery of street patois
sively multiplayer online games (MMOGs) such as Ever- to rival Elmore Leonard’s” (Schiesel 2008). In short,
quest or World of Warcraft. User demand has prompted drama may be universally appealing, but students expect
manufacturers to add this feature to game consoles, such it in games.
as the X-Box or PlayStation3. Additionally, many stu- Finally, the liminality offered by Reacting is similar, in
dents have previous experience in team projects and some ways, to online worlds such as Second Life, or
collaborative learning (Howe and Strauss 2000, 155). In games like World of Warcraft. In computer or video
short, allowing students to form teams and collaborate games, different rules apply, such as the ability to heal
channels tendencies they already have into improving instantly with a “med-pack.” Except for the popular Sims
their classroom performance. franchise, most games are not set in the mundane world;
Empowering students works especially well with Mil- rather, gamers are thrown into the future, the past, or a
lennials. Games empower people, allowing them to play dangerous version of the present. Accessing any com-
characters very different from themselves or from any puter or video game is a liminal event, in so far as the
regular person. Gangsters, super heroes, and super sol- experience is mediated by a computer or game system. All
diers populate games, allowing players to vicariously these attributes are paralleled in the Reacting classroom.
live these roles. Other games, like the popular Sims It is different than typical classrooms and different rules
franchise or Black and White are called “God games,” apply. It is also different from the real world, since
since the player directs the lives of the characters in the students are set in different time periods or different
game. What empowerment! But most classrooms disem- places in the world. The liminal aspect of the Reacting
power students; even in discussion-based seminars, the game is enhanced by having some activity appropriate to
instructor remains in charge. Reacting changes this: the setting begin the class session, such as “sacrificing” a
during game-play, the students run the classroom. The pig in the Athens game or singing “God Save the Queen”
instructor becomes a resource, a guide, or a mentor, who for the Darwin game. It is also enhanced by having
can help the students by offering suggestions on ways to students use their character names during class or while
improve their efforts, while allowing students to be discussing class materials or activities, much as gamers
empowered in the classroom. use “handles” or aliases in video games.
The idea of engaging with the past fits Millennials’ The grading of Reacting games also appeals to
fondness for useful work. Rather than learning for Millennial expectations. Students write multiple short
© 2008 The Author
Journal compilation © 2008 Blackwell Publishing Ltd
234 Porter

papers and do many presentations, rather than having independent thinking, and the recognition that there can
one major assignment. Thus, the faculty member has be multiple “correct” viewpoints about issues. It also
many opportunities to evaluate their performance and helps to demonstrate that history is not predetermined,
mastery of the material. Faculty can intervene as appro- but that if certain ideas or movements had “won,” the
priate, again meeting the Millennial expectation for world might be very different than it is today. Reacting
monitoring and having their difficulties noticed. allows these diverse learning goals to be met because it
In short, using role-playing games builds on the traits draws upon and utilizes tendencies already present in
of both Millennials and gamers. Since many college the Millennial generation of game-playing students.
students fall into both categories, the Reacting method-
ology would seem especially appealing. An additional
References
benefit that Reacting may offer is that it could be a way
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(Howe and Strauss 2000, 222–229; Hesel and Pryor of Higher Learning 37, no. 2:6–11.
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Role-Playing and Religion 235

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© 2008 The Author


Journal compilation © 2008 Blackwell Publishing Ltd

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