In my two lit classes this semester, I'm doing ... not quite full-on-game-based-learning, but something close to it, with a few competitive role-playing activities, some theater-games-type performance stuff, and, in the case of the Brit Lit survey, a few days set aside for playing actual historical games, and thinking about what they reveal about the cultures that played them. (Plus, we'll be reading a lot of texts that are essentially gamey -- from Anglo-Saxon riddles to the storytelling contest in The Canterbury Tales to George Herbert doing fun, playful things with words.)
It's fun and creative and energizing, and I need that after ten years of teaching these classes -- but it's also deeply scary. I'm starting to understand, on a gut level, how apt it is that our modern English words jeopardy and hazard come from medieval gaming terms. (And Jeopardy!, of course, is a game today as well!) You can't always control how a game will go, even if you're theoretically the one in charge of the game. Just ask Chaucer's Host. The stakes are sometimes different from what you thought they would be; ask Gawain.
I'm hoping that this will all coalesce the way I'm envisioning, on a thematic level -- that we'll have enough time to talk about the physical and moral hazards of play (sometimes the Baron steals your hair; sometimes you're so busy dicing in the tavern that Death catches you unaware), as well as the ways it can work as a proxy for bigger cultural issues and culture wars (Herrick's holiday-games are particularly good for this). I'm not totally sure I will manage to pull this off, because I have a tendency to get distracted while teaching, caught up in the moment like Chaucer's squabbling pilgrims, and often never do reach the bigger points I intended to make; I feel like I lack an inner Parson to illuminate our pilgrimage's larger meaning.
In the meantime, we had a nice lively round of jeux-partis today, which meant everyone at least got used to talking in front of the class and defending a position; and we will be trying our hand at hazard in a few weeks (with handmade replica medieval dice, which are one of the many awesome things you can buy at Kalamazoo).
It's fun and creative and energizing, and I need that after ten years of teaching these classes -- but it's also deeply scary. I'm starting to understand, on a gut level, how apt it is that our modern English words jeopardy and hazard come from medieval gaming terms. (And Jeopardy!, of course, is a game today as well!) You can't always control how a game will go, even if you're theoretically the one in charge of the game. Just ask Chaucer's Host. The stakes are sometimes different from what you thought they would be; ask Gawain.
I'm hoping that this will all coalesce the way I'm envisioning, on a thematic level -- that we'll have enough time to talk about the physical and moral hazards of play (sometimes the Baron steals your hair; sometimes you're so busy dicing in the tavern that Death catches you unaware), as well as the ways it can work as a proxy for bigger cultural issues and culture wars (Herrick's holiday-games are particularly good for this). I'm not totally sure I will manage to pull this off, because I have a tendency to get distracted while teaching, caught up in the moment like Chaucer's squabbling pilgrims, and often never do reach the bigger points I intended to make; I feel like I lack an inner Parson to illuminate our pilgrimage's larger meaning.
In the meantime, we had a nice lively round of jeux-partis today, which meant everyone at least got used to talking in front of the class and defending a position; and we will be trying our hand at hazard in a few weeks (with handmade replica medieval dice, which are one of the many awesome things you can buy at Kalamazoo).