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1993 - Role-playing games and the gifted student
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by
Hawke Robinson
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published
Apr 17, 2012
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last modified
Dec 08, 2022 10:49 AM
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filed under:
archived article,
Others' research,
Case study(ies),
Effects of RPG,
Discipline: Education / Formal Classroom Setting,
rpg for education,
TODO
Cardwell, Paul, Jr. (1993). Role-playing games and the gifted student. Analysis of how RPG can be used in talented/gifted curriculum Covers a couple dozen each academic subjects and learning skills aided by these games. (This is an update of a paper submitted earlier but published in 1995: Role playing games and the gifted student. Gifted Education International, 39-46.) 8 pages.
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2011 - Design guidelines for Classroom Multiplayer Presential Games (CMPG)
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by
Hawke Robinson
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published
Dec 31, 2011
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last modified
Dec 08, 2022 10:49 AM
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filed under:
archived article,
Others' research,
Abstract,
Computer gaming/gamers tabletop RPG Dungeons & Dragons - D&D,
Discipline: Education / Formal Classroom Setting,
Peer Reviewed,
rpg for education,
Material to read
Villalta, M. ; Gajardo, I. ; Nussbaum, M. ; Andreu, J.J. ; Echeverría, A. ; Plass, J.L.
Computers & Education, 2011, Vol.57(3), pp.2039-2053 [Peer Reviewed Journal]
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2006 (Video) - RPGR-A00007-part-2 - RPG Adapted for Deaf Using ASL Flyer
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by
Hawke Robinson
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published
Dec 12, 2011
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last modified
Dec 08, 2022 10:53 AM
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filed under:
Deaf,
video,
ASL (American Sign Language),
RPG Research Essay,
Archive,
Discipline: TR/RT
Role-Playing Gaming Adapted for the Deaf Using American Sign Language Flyer by W.A. Hawkes-Robinson
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1990 - Alienation and the game Dungeons and Dragons
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by
Hawke Robinson
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published
Jan 23, 2011
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last modified
Dec 08, 2022 02:59 PM
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filed under:
archived article,
Others' research,
Aspect: Meaning / Meaninglessness,
Potential RPG Research Question,
Effects of RPG,
Discipline: Psychology,
research,
stereotype(s) disproved,
Peer Reviewed,
stereotype propagation,
TODO,
Archive,
Material to read,
causal study(ies)
DeRenard, Lisa A. and Kline, Linda Mannik (1990). Alienation and the game Dungeons and Dragons. Psychological Reports, 66, 1219-1222. This study examined differences in feelings of alienation between 35 active players and 35 nonplayers. Gamers diverge from peer-culture in mass media awareness, but not in more significant aspects. 4 small pages.
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2004 - RPGR-A00001 An Overview of the History and Potential Therapeutic Value of Role-playing Gaming
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by
Hawke Robinson
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published
Sep 30, 2004
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last modified
Dec 08, 2022 10:53 AM
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filed under:
Pending Review,
RPG Research Essay,
Archive,
Discipline: TR/RT
Role-playing gaming (RPGing) has its roots as far back as ancient history with the development of war-gaming. War-gaming is the simulation of combat strategies and tactics represented in reduced scale with various rules, often with some sort of randomizing agent such as dice or cards to add an element of “realistic” unpredictability. As long as there has been organized warfare, there appears to have been some form of war-gaming in every culture throughout history. Chess and the Chinese game Go both are very much based on war-gaming, but considered lacking by some because of the lack of unpredictability offered by “true” war-gaming using some degree of randomization.
The RPG Research Project Document ID #RPGR-A001-A-20120927A-CC
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