Dungeon Crawlers and Anarchists: co-designing programming teaching experiences
pedagogical frameworks, teaching material
Introduction
You find yourself in a large room with no windows; the air is still, and nothing suggests the passing of time. The door closes behind you, and it won’t open for another hour or two. As you stand in front of the room, you realise there is nothing between you and what seems to be a party of the most intimidating, unpredictable creatures.
Students.
Fear not, though. You are about to learn how to deal with this kind of situation. Dealing with students’ expectations (and your own) can be hard, but we believe that by working together, you will be able to deliver the learning experience that gets everyone to the next level.
This chapter is inspired in equal parts by tabletop role-playing and anarchist pedagogies. It was created to help you structuring the learning experience for your course. More specifically, we present steps you can take during an initial or preliminary learning activity for a course, preparing material that will help you:
- get to know your students, their expectations and shortcomings
- organise teams for collaborative group work
- relate learning sessions and activities to the course’s learning outcomes
- structure the sequence of learning activities
- share resources
This system is inspired by variations of Role-Playing games that do not require a Dungeon Master as mediator, such as various ones from Tomkin Press, which reflects horizontal approaches from anarchist pedgagodies in higher education, in which students and educators operate side-by-side. (Wilkinson and Ashworth 2025).
We do acknowldge the tensions between anarchist practices and the realities of the higher education systems to which we belong, and the risk of coming across as having a somewhat inauthentic, opportunistic take on anarchism. Admitedly, we operate (and, arguably, succeed) within a system that is not as flexible, self-governing, or non-hierarchical as the one we are taking inspiration from. Still, we believe incremental, practical changes are a possible way of moving towards more inclusive and democratic realities.
Accessing the toolkit
Go to this chapter’s companion repository. There, you will find a toolkit for planning your teaching that includes templates for:
- Character Sheet
- Bestiary
- Adventure Map
- Party Guidelines
- Equipment List
- Skills and Spellbook
These are available as .docx and .rtf documents, but feel free to adapt them to whatever format or platform you want.
Character building: presenting learners and educators’ profiles
A good first step is to understand everyone’s aspirations and previous experiences. At this stage, invite all students and educators (including yourself) to complete a Character Sheet1. Once everyone has completed theirs, go through a round of introductions. Focus on understanding everyone’s strong points, ambitions, and fears.
The Character Sheet could potentially help identify potential topics for class and barriers to be removed.
Challenges ahead: establishing learning outcomes and syllabus
Use the Bestiary template to establish (or remind) learners of the course learning outcomes and syllabus. Discuss what they will learn, giving examples if necessary. Depending on your course’s flexibility, outcomes and topics can be decided on the spot. Usually, you will want to choose a set of learning outcomes and lessons beforehand2.
The treasure map: structuring the course and learning activities
Use the Adventure Map3 to discuss the sequence of learning material and activities, assessment (beasts), and how they relate to learning outcomes. Keep the discussion open so that learners can suggest, based on their expertise, perceived needs or fears, how to best organise the learning trajectory. To structure their journey, place items from the Bestiary into the journey map, and associating them with the course’s learning outcomes.
P.A.R.T.Y: organising groups and groupwork
As a group (or groups, depending on the number of students), complete the Party Guidelines sheet4, establishing ground rules on how to deal with each other and the group, as well as roles for each participant.
Go over the Adventure Map, discussing how to best achieve the challenges (either individually or as pairs or teams). Discuss different strategies for group work; for instance, should everyone work on every aspect of the assignment, or should they focus on their own areas of expertise and interest?
Party Guidelines should help teamwork run smoothly, including agreements for conflict resolution.
A kind of magic: distributing learning material
Whether you are using a textbook, slides, PDFs, online videos, or else, use the Skills and Spellbook to signpost where students can find learning material that is relevant to their learning journey. Those can be tailored to individual lessons and activities, or as a general compendium (Warhammer pun not intended), and they could be presented all at once or separately as the learning advances. Again, you could populate it with resources related to students’ aspirations.
Equipment list: providing software and resources
To complete the setup, provide your group with an Equipment List of software and other resources they might need to use to advance the journey. You should have a preliminary list ready, but be open to suggestions from students. Below, an example that would support our student with his desire to learn source code management and versioning.
Setup complete: happy adventures!
Once you have completed the previous steps, you will have generated everything you and your students need to accomplish course objectives and keep track of your achievements. At the start of each learning session, use the Adventure Map to update students on their next steps, and on how far they have travelled so far.
Throughout the semester, following the plan from the Adventure Map, present new tasks, resources, and skills, from the Bestiary, Equipment List, and Skills and Spellbook, respectively.
Frequently remind students to keep their Character Sheet updated with the new skills they acquire.
If conducting group work, remind them of the rules expressed in their Party Guidelines whenever there is conflict.
At the end of the course, remind students of their journey, highlighting the learning outcomes achieved along the way. Hopefully, this collaborative approach to learning will have made your job (and of your students) easier and more enjoyable. We would love to hear from you about your experiences, so please feel free to get in touch!
Happy teaching.
Acknowledgement
The authors would like to thank Samantha Ahern and Lucia Michielin for their revision and feedback.
References
The Character Sheet document was designed to help learners understand and share their own experience, needs, expectations, skills, and challenges. It is informed by Student Persona templates provided by the Open University under Creative Commons Attribution-Non-Commercial licenses.↩︎
Many programmes require educators to achieve specific learning outcomes. If you are the one in charge of keeping the programme or module specification form, a good practice would be keeping it flexible enough so that new, emerging topics can be brought into the syllabus.↩︎
The Adventure Map document was designed to help educators and students to set out learning outcomes, syllabi, and assessments. It is informed by material created by the University of Leeds OD&PL.↩︎
The Party Guidelines document was designed to help learners manage their groupwork. They are informed by frameworks from the Institute for Academic Development (University of Edinburgh 2024) and the Learn Higher CETL at the University of Bradford (Learn Higher 2012a, 2012b) under Creative Commons Attribution-Non-Commercial licences.↩︎