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  • Education and Analog Role-Playing Games: Theory and Pedagogy, Volume 1

    Education and Analog Role-Playing Games by Haarman, Susan;

    Theory and Pedagogy, Volume 1

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      • Publisher's listprice GBP 140.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        66 885 Ft (63 700 Ft + 5% VAT)
      • Discount 10% (cc. 6 689 Ft off)
      • Discounted price 60 197 Ft (57 330 Ft + 5% VAT)

    66 885 Ft

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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 9 December 2025

    • ISBN 9781041076124
    • Binding Hardback
    • No. of pages352 pages
    • Size 229x152 mm
    • Language English
    • Illustrations 3 Illustrations, black & white; 3 Halftones, black & white; 3 Tables, black & white
    • 700

    Categories

    Short description:

    Education and Analog Role-Playing Games: Theory and Pedagogy brings together scholars and educators who explore the educational potential of analog role-playing games (tabletop role-playing games and live action role-play) through the lens of pedagogical theory. These games trace their roots to educational war games and teaching aids.

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    Long description:

    Education and Analog Role-Playing Games: Theory and Pedagogy brings together scholars and educators who explore the educational potential of analog role-playing games (tabletop role-playing games and live action role-play) through the lens of pedagogical theory. These games trace their roots to educational war games and teaching aids. This volume goes further and takes a deeper dive into why they are such effective tools for learning, imagination, and identity development. This volume offers a multidisciplinary analysis that draws on philosophy, history, psychology, and critical pedagogy. Contributors examine how analog role-playing games intersect with educational theories such as constructivism, pragmatism, and experiential learning and explore classroom and nontraditional learning contexts. The rich insights position analog role-playing games as rich sites for identity exploration, deliberation, and transformative practice. Rather than simply advocating for gamification or offering how-to guides, this book critically interrogates how these games work, what they offer learners, and what pedagogical challenges they help us address. It is a valuable resource for educators, game scholars, and instructional designers interested in leveraging narrative, collaboration, and play for powerful learning experiences.

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    Table of Contents:

    Introduction, Part I - Wisdom Check: Pedagogy and Theory, Chapter 1 - Teaching Rolls: The Practice of Teaching and Game Mastering Through the Lens of John Dewey, Chapter 2 - We Are Playing in a Material World: Thinking and Learning Through the Physical Objects of Tabletop Role-playing Games, Chapter 3 - From Diverse Roots to Dual Classing: Crystallizing The Role of Tabletop Role-playing Games in Education, With Examples from Corporate Learning & Development, Chapter 4 - Edu-larp: The Promises and Pitfalls of the Method, Part II - A Place at the Table: Inclusive and Transformative Learning through Tabletop Role-playing Game, Chapter 5 - Storyworlding Together: Tabletop Role-playing Games as Inclusive Becoming, Chapter 6 - Transforming Crisis into Growth: Neurodivergence, Bleed, and Care Ethics in Tabletop Role-playing Games, Chapter 7 - Collaboration and Empowerment for an Inclusive Environment: Social Constructivism in the Composition Classroom and Tabletop Roleplaying Games, Part III - Proficiency Bonus: Disciplinary Challenges and Opportunities, Chapter 8 - Historiography and History Role-Playing Games: The Past Is What We Play It, Chapter 9 - Edu-larp and Positive Psychology: Theory, Practice, and Case Study, Chapter 10 - Playing a Role in Democracy: Political Live Action Role-playing Games, Activism, and Deliberation, Chapter 11 - Mapping the Design Terrain between Live Action Role-playing Games and Deliberative Events for Democratic Skill Development

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