Teacher Gamer Handbook
The Teacher-Gamer Handbook delivers a skillset framework of 36 life-skills for educators to facilitate limitless RPG classroom games in schools and offscreen experiences for learners 10 years and older.
Includes a full-scale ready-to-play semester course of literacy driven lesson plans for 40+ hours of co-creative play.
Bringing RPGs into education is teaching narrative¸ critical thinking¸ and empathy while refereeing collaboration¸ failure¸ and risk taking. BOOM!
The TGHB is full of strategies¸ suggestions¸ examples¸ anecdotes¸ activities¸ checklists¸ and initiatives of how to bring RPGs to life in all manner of learning environments
10 Lesson plans based around 36 Life Skills of the RPG Skillset Full of activities and learning experiences through 4 main domains of learning: academic¸ makerspace¸ kinesthetic¸ social emotional 21 Basic Skills + 15 Advanced Skills 13 phase character build takes 8-10 hours Pre-gaming ¸ in-gaming¸ out-gaming¸ post-gaming strategies Program builds upon itself and lays a foundation to build more advanced skills. Curriculum style book for those that have a basic understanding of D&D. Foundation references the hero's journey and allows for the creativity of the Teacher Gamer.
If you are a teacher and you already play role-playing games (in or out of school)¸ this book will be an instant resource for you. Like any teaching approach¸ method or curriculum¸ it will take some time and effort to incorporate¸ but the payoff is phenomenal.
RPGs in School is designed to complement any curriculum and all other disciplines while supporting a wide range and scope of life-skills development in schools.
Although millions of people have played role-playing games¸ to put them into cognitive¸ psychological¸ social¸ mindful and educational terms is to begin to run along the cutting edge of transformative opportunities.
As this book unfolds you will begin to see all the opportunities that RPGs in Schools delivers. The more it takes shape in your mind in relation to your context and population of learners¸ the more you will think of new ways to integrate RPGs in your school.
To learners: Imagine playing a highly complex narrative game with your classmates to collaboratively beat challenges as a character that you make up and play yourself where experiencing¸ processing and creatively reconciling with failure is one of the main teaching objectives.
As you unpack the possibilities¸ you will most likely also be struck by the existential parallel of yourself as an adventurer on a quest to make education more powerful and authentic.
-- TESTIMONIALS --
"The best teachers are experience designers. They invite learners on quests where the adventure is written and navigated together. Master gamer and visionary educator Zachary Reznichek has produced a guide with rich resources and perspectives to help teacher gamers bring critical elements back into our learning spaces: adventure¸ camaraderie¸ true teamwork¸ and the authoring of one's quest. I've seen him and his teacher/gaming in action¸ and it's magic.” Aaron Eden¸ Executive Director¸ Brightworks Tinkering School
"Imagine a world where teachers used RPGs as teaching tools. That is the world the Teacher-Gamer Handbook aims to bring about.” Ben Riggs¸ Plot Points Podcast
"Zach's unique approach - and his holistic¸ humanistic¸ playful spirit - is contagious and this¸ combined with the 'pedagogy of the game' - has been really helpful in helping our son rediscover his inner strength¸ gain confidence¸ and begin to once again enjoy playing with others. It has been a valuable and memorable milestone on his life's quest.” - James Kerr (Coach and author of Legacy )
"Former Green School English and Mindfulness teacher Zachary Reznichek has been expanding his roleplaying game syllabus that he brought to our High School students two years ago. Just this semester¸ as an independent educator and researcher he brou
The Teacher-Gamer Handbook delivers a skillset framework of 36 life-skills for educators to facilitate limitless RPG classroom games in schools and offscreen experiences for learners 10 years and older.
Includes a full-scale ready-to-play semester course of literacy driven lesson plans for 40+ hours of co-creative play.
Bringing RPGs into education is teaching narrative¸ critical thinking¸ and empathy while refereeing collaboration¸ failure¸ and risk taking. BOOM!
The TGHB is full of strategies¸ suggestions¸ examples¸ anecdotes¸ activities¸ checklists¸ and initiatives of how to bring RPGs to life in all manner of learning environments
10 Lesson plans based around 36 Life Skills of the RPG Skillset Full of activities and learning experiences through 4 main domains of learning: academic¸ makerspace¸ kinesthetic¸ social emotional 21 Basic Skills + 15 Advanced Skills 13 phase character build takes 8-10 hours Pre-gaming ¸ in-gaming¸ out-gaming¸ post-gaming strategies Program builds upon itself and lays a foundation to build more advanced skills. Curriculum style book for those that have a basic understanding of D&D. Foundation references the hero's journey and allows for the creativity of the Teacher Gamer.
If you are a teacher and you already play role-playing games (in or out of school)¸ this book will be an instant resource for you. Like any teaching approach¸ method or curriculum¸ it will take some time and effort to incorporate¸ but the payoff is phenomenal.
RPGs in School is designed to complement any curriculum and all other disciplines while supporting a wide range and scope of life-skills development in schools.
Although millions of people have played role-playing games¸ to put them into cognitive¸ psychological¸ social¸ mindful and educational terms is to begin to run along the cutting edge of transformative opportunities.
As this book unfolds you will begin to see all the opportunities that RPGs in Schools delivers. The more it takes shape in your mind in relation to your context and population of learners¸ the more you will think of new ways to integrate RPGs in your school.
To learners: Imagine playing a highly complex narrative game with your classmates to collaboratively beat challenges as a character that you make up and play yourself where experiencing¸ processing and creatively reconciling with failure is one of the main teaching objectives.
As you unpack the possibilities¸ you will most likely also be struck by the existential parallel of yourself as an adventurer on a quest to make education more powerful and authentic.
-- TESTIMONIALS --
"The best teachers are experience designers. They invite learners on quests where the adventure is written and navigated together. Master gamer and visionary educator Zachary Reznichek has produced a guide with rich resources and perspectives to help teacher gamers bring critical elements back into our learning spaces: adventure¸ camaraderie¸ true teamwork¸ and the authoring of one's quest. I've seen him and his teacher/gaming in action¸ and it's magic.” - Aaron Eden¸ Executive Director¸ Brightworks Tinkering School
"Imagine a world where teachers used RPGs as teaching tools. That is the world the Teacher-Gamer Handbook aims to bring about.” - Ben Riggs¸ Plot Points Podcast
"Zach's unique approach - and his holistic¸ humanistic¸ playful spirit - is contagious and this¸ combined with the 'pedagogy of the game' - has been really helpful in helping our son rediscover his inner strength¸ gain confidence¸ and begin to once again enjoy playing with others. It has been a valuable and memorable milestone on his life's quest.” - James Kerr (Coach and author of Legacy)
"Former Green School English and Mindfulness teacher Zachary Reznichek has been expanding his roleplaying game syllabus that he brought to our High School students two years ago. Just this semester¸ as an independent educator and researcher he brought 'Introduction to Role-playing: Dungeons and Dragons' back to Green School¸ but this time in Middle School (grades 6-8). The results were great for the students and as a complement to our holistic curriculum. Students were working on finding confidence alone¸ feeling stronger together and as a team - sharing responsibility for common goals. Role-playing challenged students to take initiative¸ consider each other's perspectives and collaborate in a game simulation where their characters would only survive by working together. The students had a blast: There was perfect attendance by all 12 students for the first five classes and 100% of them reported that they 'liked learning how to play role-playing games'. I have worked with Zach closely over the past three years and appreciate his dedication to integrate academia¸ Mindfulness¸ peer-to-peer training and life-skills into role-playing games." - Glenn Chickering¸ Middle School Principal¸ Hawaii Preparatory Academy