When I presented about TTRPGs in education at the Aurora Institute Symposium last year, one of the attendees was Benjamin Little, a secondary science teacher in Massachusetts. Mr. Little teaches as part of "an innovative, competency-based program at Brookline High School for up to 48 students, entering grades 10-12, who feel they will find more intellectual satisfaction and be more academically successful in a non-traditional setting," where "students get the chance to experience engaging, experiential learning that takes thematic topics and explores them in great depth – often culminating in performance-based assessments" ("About ACE").
As I heard about his clever approaches of incorporating some TTRPG-style play in his classroom, I was intrigued. After we talked briefly at the conference, we promised to stay in touch.
Ben -- or "Mr. Ben," as his students call him -- has tried some new things since our November meeting, and in the spirit of reflection we all find ourselves doing at the end of the school year, I thought it might be a good opportunity to celebrate his accomplishments! Here is our interview.
Ben, welcome to Edtech Elixirs! Share your educator story.
I began teaching biology in 2006 in Tanzania, where I was stationed for the Peace Corps. I spent the next decade adding science subjects, countries, and states to my teaching repertoire. It was the perfect preparation for the job I have now, teaching Biology, Chemistry, Environmental Science, Forensics and Nutrition to mixed grade level classes of sophomores, juniors, and seniors in the ACE program at Brookline High School.
What kinds of games do you personally play?
I’ve been interested in the fantasy and sci-fi genres since I was old enough to read. I distinctly remember the original Final Fantasy video game on Nintendo, and how immersed I became. I have been playing games ever since, although my experience with full-blown TTRPGs has been limited.
You’ve shared in previous conversations that you use a TTRPG gaming mechanic in your Chemistry class. Share what you’re doing, and how it’s evolved and changed.
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Student art of the character Plutonium. |
I invented a TTRPG to teach the periodic table that I call Elementopia.
The unit on the periodic table is traditionally one of the most boring units in chemistry, as teachers focus on atomic radii, electron configurations, and ionization energies. This reductivist approach can help some students see the patterns that will become important later on to understand bonding patterns and molecular formation, but it completely misses the depth of properties that the elements have or what technological applications any of them are used for. For any students not interested in chemistry for chemistry’s sake, this is a huge turnoff, as they don’t even know why they’re supposed to be learning all of this boring garbage.
I started doing an “adopt an element” project to get students to become familiar with elements’ personalities. This finally got them to appreciate the character and uses of a single element, but students still didn’t learn much about trends of properties across the table or, for some, spark their interest.
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Student art of the character Fluorine. |
I then had them illustrate their elements, personifying them as characters. They would incorporate a number of properties into their designs, and put it on a poster with information about its properties and uses. These really got students engaged, but I noticed that they still weren’t necessarily learning the trends on the periodic table, and realized I needed a different product.
Next, I invented a simple turn based game where they would turn their research about properties into character attribute scores. I took the basic mechanic from Dungeons & Dragons, but modified the attributes to reflect chemical and physical properties. Some of them were the same, like Strength and Constitution, but things like their magical ability and Charisma changed to Reactivity and Luster. The scores for the attributes were determined by the properties the element displayed: Strength would depend on density, hardness, and weaponization, Dexterity on malleability and state at room temperature, Reactivity on toxicity, flammability, ionization energy and electronegativity, etcetera, with a total attribute score calculated by adding up the points from each indicator.
Once they had their character's attributes, they needed to come up with attacks and defenses. These could be based on attributes, such as “I am going to body slam you with my density,” but students also needed to incorporate uses and applications, like “I negate your electricity attack because my element is used in lightning rods.” The power of each move is based on the attribute score that it draws from plus the roll of a 6 sided die. One character attacks while the other tries to defend, and the one with the highest power move (attribute plus roll) wins out, as in if the attack score is higher the attack is successful but if the defense move is stronger no damage is inflicted.
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Student art of the character Sulfurious. |
The first round of this was fun, but it quickly became apparent that I needed a lot more structure. I added hyperlinks to the character attribute sheet to resources and tables to streamline the research process. I simplified the basic attacks so that they all inflict one Hit Point (HP) of damage after a student who ran the D & D club at the school made a broken Boron dragon whose moves were all ridiculously overpowered. I added the opportunity to get creative by allowing a single super move and single passive ability that could afflict conditions, break the simple turn based mode, or do extra damage.
At this point the kids were really into it, but the tournament at the end was kind of a let-down because they did all this work then only used their character once or twice. So, I added other modes of play, like exhibition matches, where they could gain experience points by playing each other for homework outside of class that would increase their base HP. I had prizes for winning battle royales and beating raid bosses like score boosts or 8 sided die that they could upgrade to. Kids really got into it!
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Student art of a Mercury Alien. |
To learn about all the trends on the periodic table, I came up with lore. Each elemental family acts like a class of character. Students in the same family have to write a tome of lore, or family biography, about their group. I make these available to students, and have an assignment where I ask them to identify strategies for playing against other elements. Finally, I was getting most students to learn about all the trends on the periodic table, because they wanted to win!
I noticed that the emphasis on competition was not motivation for some students, or even turned some anxious kids off, though. After all, they could still pass if they made a character but didn’t ever win. So, in my most recent revision of the game, I’m adding a mandatory campaign mode. I’m turning the periodic table into a “map of Elementopia” that they will use as an actual game board. In each region, there is a boss element that exemplifies that group of elements that they must defeat by strategically teaming up with each other to make a party that will counter that boss’s strengths and capitalize on its vulnerabilities. The cooperative nature of it should appeal to those kids that shy away from competition, and finally require that they really understand not just some, but all of the groups on the periodic table.
That's all so amazing! And kudos to you for all the work you've put into this project. How have the students reacted?
Students that have never played games are initially apprehensive, but it’s so highly scaffolded that they don’t usually have difficulty. Students that are really artistic or are gamers are always really excited, and many of them will start planning their character’s units before the project begins or continue playing the game long after the class has ended. The most interesting take is from students that took chemistry and didn’t pass it in the mainstream before coming to ACE; they all start out thinking they hate chemistry then fall in love with it. I just had one of those students visit me. They are studying music production in university now, but their favorite leisure activity is watching chemistry videos on YouTube. Most students really enjoy and learn a lot from the game, and a few have even made characters without taking the class because they just want to.
It could certainly be a challenge to convince non-gamer students to give this kind of instruction a try. It sounds like you've built in some very helpful supports.
Thank you! As I mentioned, the competitive nature of the tournament is off-putting for students with anxiety, and the open-ended nature of the moves can be hard for students on the autistic spectrum and other "concrete thinkers" to wrap their minds around. The cooperative modes that I’ve added have helped the anxious ones, and sitting with me to concretize ideas has helped those for whom abstraction is a barrier.
Besides some reluctant students, what other challenges have you encountered? How did you overcome them?
I plan to overcome this by going above and beyond. I’d love to launch a website that students can use to create characters. Every normal person that I talk to wishes they had learned the periodic table this way. Once enough people know that it’s possible, I hope that other chemistry teachers will take notice. This actually started to happen after we met at Aurora 2024; students that saw the project in a workshop went home, found the chemistry teacher in the hallway, and demanded that he contact me about how to do the project. I hope that even more will contact me after reading this.
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Student art of Dragoron the Boron Dragon. |
Do you have some future plans for using TTRPGs in the classroom?
I also use games in a bunch of my other classes. I use a game to teach about natural selection in evolution, competition and carrying capacity in population dynamics, the cycling of Carbon in climate change, and more! Most of these don’t rise to the threshold of TTRPGs, but I do have an idea for a TTRPG about the dueling energy and environmental crises. In it, students would play as countries. They would have to produce energy via various methods (solar, geothermal, nuclear, wind, coal, etcetera) to meet constantly rising energy demand, while also tabulating greenhouse gas outputs and avoiding catastrophic climate change. Each nation/character would have affordances and limitations according to its economic and political approach. For example, Germany would get to start with lots of wind but couldn’t develop nuclear power, or China would be able to build plants quickly due to government sponsored industry but would have their energy demand grow faster because of rapid modernization.
That would be a great educational tabletop role-playing game! Last question. What advice would you give to an educator who wants to start using TTRPGs instructionally with their students?
Don’t get intimidated. It doesn’t have to be perfect to still be good, and you can tweak it continually to make it better, like how I developed my project over many iterations. Enlist student feedback! I use former students as bosses, and even had a few help me balance the attributes of the game so that no one attribute would be overpowered compared to others.
Thank you Mr. Little for all you do for your students! Be sure to reach out directly to Ben via email with any questions, comments, or feedback.
This interview was slightly edited and condensed.