Showing posts with label literacy. Show all posts
Showing posts with label literacy. Show all posts

Friday, May 9, 2025

KyEdRPG Spotlight: Christopher Woo and Seneca High School's "TableTop RPG Club's Adventures"

Christopher Woo -- a social studies teacher who has been at Seneca High School since starting his educational career in 2014 --  came across my social media feed last month in the form of a video by JCPS (the Jefferson County Public School district, in Louisville, KY):

At first, the story seemed wonderfully typical of today's pop culture scene -- yet another high school's afterschool Dungeons & Dragons club was well liked by its students -- but I was quickly struck by two things.  The first was the passionate, palpable community that Mr. Woo cultivated, made evident in the testimony of the young people in the video.  The second was the discovery of Woo's self-published book series that turns the fictional exploits of his students' characters into a recorded, narrative history.  

I had to visit, and a few weeks ago I made the pilgrimage to Mr. Woo's classroom to learn more.



Christopher Woo become a player of the game in the 1990's, when he first got his hands on the Advanced Dungeons & Dragons Monstrous Manual.  (He still has a copy in his classroom!)   But the club's story began several years into Woo's teaching, when a student asked if he would sponsor it. What started with four students in 2018 has now grown to a dozen, ranging from freshmen to seniors.  Woo is usually the Dungeon Master (DM) who facilitates the adventures, and like many DM's, took on the burden of capturing each session's detailed notes for what choices were made by the characters and how the narrative they co-created together marched forward.  Additionally, Woo's club is somewhat unique for an extracurricular K-12 experience, because the game's "campaign world" has been consistently growing since its start; as students graduate and leave Seneca, the feats of their heroes become legendary lore for the incoming new members of the club. 

But such continuity created a conundrum.  How would the new players ever catch up on all of that lore?  Additionally, Woo wanted to give the members of the club something to remember of their playing time together -- tangible proof that their voice matters, that it makes an impact and carries a legacy.  Last but not least, what's a catchy way to recruit new members for your afterschool club?  The solution for all of these problems: put it in a book.  And so, the first volume of Fate, Friends, and Fortune: A High School TableTop RPG Club's Adventures was self-published by Woo via Amazon in April 2023.  As of now, the series is up to eight books, with Volume Nine in the works for late summer.

The first book in the series, held by the real Mr. Woo, with the cover Mr. Woo peeking behind a DM screen.


It's important to note that Woo gives away the copies of the book to the members of the club, and that the cost of the self-publishing comes out of his personal pocket (currently over $200 per new edition).  While that is certainly one kind of impressive obstacle that Woo rises to overcome, the second is the time involved, from writing the original session notes to later crafting the notes into a coherent story.  

Thankfully, he has help from La'Kori Carson, a former Seneca student.  After Mr. Woo set up an introductory email, I was grateful she agreed to an interview to share her perspective.



La'Kori had played a little D & D in middle school, but hadn't planned to join Woo's club until a friend brought her in. "I came in, and I was like, okay, I'm just actually going to sit here the first day. And [Mr. Woo] was like, you can join. I'm like, you want me to join? Very well. So I ended up joining with a character named Holland who starts off as a rock gnome and gets completely obliterated through the story, funnily enough."

Despite such inauspicious beginnings, La'Kori kept coming.  Over time, she became a "secondary DM" to help Mr. Woo out with running adventures.  By the time she graduated in 2023, her role grew to be a session notetaker (she still occasionally drops in on gameplay remotely via Woo's laptop and Zoom).  These notes are not vague and general.  As an example: "They rolled an 18, which means this passed the DC check that had been say a 15 at the time. This is how they did the attack. This is their name. This is who they attacked." By Volume 6 of the Fate, Friends, and Fortune series,  she also became a volunteer editor and co-author.  La'Kori manages all of this while attending college ("I'm a criminal justice major, sociology, anthropology with a minor in environmental justice sustainability with certifications alongside agriculture and different parts like veterinary sciences, animal sciences") and now runs a personal campaign as a DM herself.  And the gameplay she sets up for her players is not just hack and slash combat! "I'll puzzle them with random problems, and they have to sit here and try to figure out these math equations. They're like, when did algebra get into D&D? I'm like, oh, I don't know."  You could hear the  smile of professed innocence in her voice. "And I'm honestly testing their real-world skills, and that's something that my players have mentioned that they like.  I've brought in real-world problems for them to fix. Each location that I write has some real-world problem. One area has poverty. Another area has bad schooling because of who's in charge. There's a monarchy that's falling apart."

In his own quest for authentic learning, Mr. Woo also brings in TTRPGs into his social studies instruction. He has students roleplay as President Kennedy and members of his cabinet during the Cuban Missle Crisis -- a roll of the dice at the end (augmented by their choices) determines whether the world ends in nuclear war.  Students participate in a simulation based on the War in Ukraine, gaming out whether they as the United States can de-escalate, or will inadvertently escalate, the situation.   As 13th century explorers and merchants on the Silk Road to China, students play to see if they end up rich from trade, or dead from a duel.  Woo emphasized that reflection afterwards is essential.  What did you learn? Could the outcome have gone differently if you had made other choices?  He hopes to one day share modules of his TTRPG examples so that teachers could benefit from his front-loaded work, as he can see what a difference playing TTRPGs makes in student engagement and learning. 

As we wind down this blog entry, it seems fitting to return to La'Kori to ask about the impact of Mr. Woo and the Seneca D & D club.  By many metrics, she was a successful student - yet prior to that fateful afternoon her rock gnome was "completely obliterated," she felt unappreciated as the creative and multifaceted person she truly is.  "I've been a student that's always been categorized by their test scores.  A 3.99 GPA student who passed with straight A's and B's or just straight A's in many semesters. But I'm horrible at standardized testing. So I was never with all the smart kids. I didn't receive the rewards being on a bus that had multiple destinations, a compound bus. I didn't get my perfect attendance award, and that was something that I couldn't handle.  That wasn't even something that was my fault, and it was still held against me."  

Mr. Woo, and by extension the D & D club, was crucial for La'Kori to feel connected, seen and heard, and highly recommends other teachers run their own: "It allows you to form bonds outside of it. And if students are having trouble with, say, schooling, for example, they may even come to you because they feel connected to you through this game to ask for help. And that's a great way to form a bond because a teacher's job is to help students, and what better way for a teacher to help them than to understand their problems better?"  

Today, La'Kori is a published writer who will likely graduate college early with multiple majors, and she enthusiastically gives credit to Woo's D &D club for helping to launch her on that adventure.  "I really do appreciate what experience he gave me because I'm part of the small student group of like, say, minority. And that also just didn't make friends well. So to be put into a team-based game where me as a person, I don't like group projects. I don't like group projects solely because I'm always the one who does everything. I'm always the one who has to take a leadership position. I'm always put into a leadership position by my teachers, by my professors, so to be put into a game where I can just kind of sit down, de-stress after schooling, it was fine. Then I became the group leader, funnily enough, through the situation, and I was allowed to like reach my own peaks of interest where I could play out what I could do. That was pretty cool, but I also understood balancing out my skill set. I was not a fighter, but I was a healer of the group. And through being a healer, I was probably, I think, the smartest person in my group."

Amplifying voices.  Finding balance.  Challenging what it means to be "smart."  Giving opportunities for leadership. Healing.  For La'Kori, and for so many other Seneca High School students that have gone through Christopher Woo's D & D club through the years, the fantasy game of funny shaped dice has transformed real lives.


Wednesday, April 23, 2025

Writing with AI: WeWillWrite and Short Answer

As a former high school English teacher, a big fan of game-based learning, and a person with a keen interest in how artificial intelligence can positively impact student learning, I'm delighted when an edtech tool ticks off all three boxes.  Friends, I give you two such tools:  WeWillWrite and Short Answer.  In a world where we wonder what writing instruction will look like in the near future of school, these AI-empowered tools might show us one possible way.

There are several similarities between the platforms:

  • Both combine competitive and cooperative gameplay to writing; an individual student replies to a prompt set by the teacher, then uses established criteria to evaluate the writing of others presented anonymously (providing gamified feedback), "voting" until a winner emerges.
  • You should hopefully get enough in the free versions to test out each platform (including premium trials), but as with many AI tools today, you'll have to pay to unlock more features.
  • Both have libraries of pre-made material.
  • Once the teacher launches an activity, students join with a PIN; the students do not have to create an account.
  • There's a process at the end of games that encourages the teacher to show and share submitted responses to elicit further discussion.
  • Both platforms have teachers as part of their design teams.

However, both have different strengths.  Here's more details on each tool.

WeWillWrite

WeWillWrite was developed by a Norwegian team of educators.  (I found it interesting that one of their advisors is Johan Brand, founder of Kahoot, as I can see a bit of Kahoot's design aesthetic in the platform.) WeWillWrite's learning principles are Social, Safe, and Playful; you can read more here.   

First, you create a login with email and password (no Google SSO option).  After walking you through your teaching areas of interest, you have the ability to create classes to organize your activities inside.  You can choose prompts from the library in the "Discover" tab (via filters for ELA-related "Topic" and "Type"), or create your own with the premium plan.  The teacher determines the length of the response timer when launching a game.

A "Classroom Simulator" allows you to see what it will look like for you and your students.

From a Google Slide deck of teacher resources.

Note that AI generated images are prominently placed alongside the prompts (with the premium plan, you can generate new ones or upload your own images, AI or not).  The overall visual look of WeWillWrite seems a bit more appealing to younger students, although I could see high schoolers also enjoying it too.

Before gameplay, students are randomly assigned teams.  (Manually selecting team membership doesn't look like an option currently.) For WeWill Write, a student first evaluates writing from their own team, which leads to a text that will represent their team in the game's final for another round of voting; therefore, the team is celebrated at the final leaderboard.

Once students have completed their work, you can view and download results under "Student Texts":

From a Google Slide deck of teacher resources.

For an overview of the platform, you can watch this video (1:48):


For more support, a Google Slide deck of teacher resources that could function as a solo PD is available here, which includes "Strategies for Success."

If you're interested in an upgrade, the paid plans are listed here.   Besides the ability to create your own content, it gives you full access to the WeWillWrite library, student history of work over time, and allows you to do the "AI literary device analysis" feature as briefly shown in the video overview above. 

Short Answer

Short Answer was designed at the Stanford Graduate School of Education, creating "an experience based on learning science." (Cofounder Adam Sparks was an English and Social Studies teacher.)  You can read more about their approach here.

You can create a teacher account for Short Answer with Google.  

Unlike WeWillWrite, Short Answer does not have a class organizational structure for your activities.

You can choose prompts from the library or create your own (even in the free version).  You add "Feedback Criteria" (a bank of suggestions are available).  However, it's worth noting that Short Answer's library includes prompts for multiple contents and grade levels -- even, to my surprise, guides to help create prompts for math as high as trigonometry!


In the "Discover" tab, there are some "Starter Activities" prompts suggested, or tab across to one of the four main academic content areas to see others.



One of the premium AI features is helping students with stems and outline tools when they begin writing their response.

Short Answer has more gameplay modes than WeWillWrite, such as "All-In," "Pair-It," and "Battle Royale." (And I appreciate that Short Answer provides guided walk-throughs of each game via Arcade.)


The teacher and student view from the start of a "Battle Royale."

These games take anywhere from 10 to 45 minutes to complete.  Students play the games individually, and as such, the student with the most "points" is celebrated at the final leaderboard.  I noticed that a student can attach files or even use LaTeX formula characters in their response.

Once students have completed their work, you can view their individual results, but you cannot export/download results in the free version.

For an overview of the platform, you can watch this video (4:57):

For more support, a robust page of resources is here.

If you're interested in an upgrade, the premium option is described here.  Besides some of the features listed above, you can have unlimited question creation, open peer-to-peer feedback options for students, Immersive Reader support, and an additional game called Quick Write that has AI feedback.  

As of the published date of this blog entry, it looks like the premium version of Short Answer may cost a bit more than the premium version of WeWillWrite, but to be fair, Short Answer also offers several more premium features.  


I hope this blog entry inspires you to try both platforms out in your classroom.  Turn composition into a joyful, vibrant experience by gamifying your students' writing!