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DiGRA
This paper argues that the work of tabletop game masters and classroom teachers share a common structure, and that comparing the two offers practical guidance for designing playful learning experiences. Its central thesis is that successful practitioners in both roles treat sessions and lessons as deliberately designed experiences, attending to interest curves, the removal of unnecessary barriers, clear affordances, prompt and specific feedback, personalization grounded in intrinsic goals, learner autonomy, relatedness, and equitable arbitration. The author frames these as a set of six interaction design principles, drawing on cognitive load theory, self-determination theory, flow theory, and constructivist learning research.
The paper's supporting evidence is primarily theoretical and illustrative rather than empirical. Its claims rest on parallels drawn from literature in game design, education, and tabletop role-playing practice, along with hypothetical contrasts between "successful" and "unsuccessful" practitioners. Successful practitioners are described as preserving learner autonomy through flexible rulings, offering personalized feedback, and providing low-stakes practice without grading, while unsuccessful ones rely on rigid rules and punitive assessment. Notable guidance includes favoring intrinsic over external rewards for already-motivated learners and recognizing that immediate feedback suits novices while delayed feedback can build self-regulation.
The author is explicit that these principles are neither comprehensive nor systematically derived, and that they have not been directly observed in practice. The paper therefore presents its patterns as hypotheses. It proposes future empirical work, such as correlating reward patterns with learner evaluations, to test whether these practices are actually used and whether they improve outcomes. Its scope spans game design and educational theory, with the GM-teacher parallel as its organizing lens.
DiGRA · 2022