Abstract
Role-playing games are commercially available in a wide variety of formats and settings and have been enjoyed worldwide by over ten million players. While there has been some use of these games as part of gifted/talented curriculum, very little has been directed at specific curriculum needs. There are a large number of specific formal academic disciplines which lend themselves to enrichment by means of these games, and an equally large number of learning skills which can be developed through their use. Because role-playing games in general concept, and possibly the specific game itself, are familiar to the students as recreational activities, they are readily accepted by them as part of the curriculum.
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