Does it still count as a game if we're forcing students to play? We will examine the nature of games, common pitfalls in 'educational games' that make them not fun, and how to avoid them.
Description:
What is a game? Does it still count as play if participation isn't voluntary? These are some sticky philosophical questions about educational games we will discuss as a group in this session. Bring your insights and opinions! But we will also discuss common pitfalls in educational games that make them not 'game-like', like the 'creepy treehouse' or 'chocolate-covered broccoli' phenomena and how to avoid them.
Choice, Challenge & Complex Consent: Fostering Growth In Both The Classroom & In RPGs
Summary:
Complexity in consent and inclusive practices shows up in both role-playing games and the classroom. Lets put them in conversation and make both even more transformative experiences for everyone.
Description:
Safety tools and consent checklists have become increasingly common practice at RPG tables and in larps. Many instructors understand their classrooms as safe spaces, where students should be able to have agency in their learning and make mistakes without lasting judgment or ridicule. But how do we balance the safety that consent practices seek to create with the fact that its often challenge and discomfort that leads to learning and transformation? And how do we account for the ways that power differentials in games and in classrooms might make authentic consent nearly impossible to establish? This workshop will focus on how RPG consent practices can inform and enliven classroom spaces AND how progressive education techniques and theories can help game designers and game runners create game spaces that preserve fun while also allowing players to grow.
Connections: Librarians Putting Like Things Together
Summary:
A librarian brings card sorting & welcomes expansive thinking to collect words you use to describe games. Mechanics, audiences, format, genre, type, style, theme, objectives, etc.
Description:
How do we describe games? What systems do you turn to? For suggestions (readers advisory), as well as research about games. Lets collect, critique, and propose preferred terms. This is an early step in the process to replace the current Library of Congress Games, Fantasy or public libraries Gamespastimes with meaningful groups, categories, and most of all: What Not To.
Two science/art teachers describe how to integrate the world of cosplay into your general education or specific subject classroom.
Description:
Mr. Hamon and Mr. King were 5th-grade math and science teachers when they first created this unit to satisfy some of the biology and engineering state standards. Students created cosplay outfits with moving parts, large-scale coverings, and an assortment of designs using mostly mundane or dollar-store craft materials. Come and see how you can integrate some cosplay into your subject area and have a whole lot of fun watching the creativity fly.
Creating Educational Games: Trailblazer Heroes, A Game to Teach AAPI History
Summary:
In this interactive workshop, participants will gain insights on how to create fun and engaging educational games. A case study of an AAPI history game and lessons learned will be discussed.
Description:
An interactive workshop in which participants will gain insights on how to create fun and engaging educational games. Dr. Joey Lee, Director of the Games Research Lab at Teachers College, Columbia University will present a case study of Trailblazer Heroes, a co-operative strategy game that teaches Asian American Pacific Islander history. Challenges and lessons learned will be discussed. This event is open to all audiences, especially for educators and designers who are interested in social issue games.
Creating Effective Experiential Activities With Gamifictation
Summary:
A presentation and workshop to provide participants with a step by step process to design and develop meaningful experiential exercises using gamification strategies.
Description:
We describe this process in detail, specifying the questions instructors must ask at each step and outlining common gamification strategies that may be used when designing the experiential exercise. We provide tips on how to ensure the newly-created experiential exercise works well in virtual settings and with existing simulations. Finally, we share examples of exercises created using this process.
A chance to demo games & meet w/some of your favorite TRD exhibitors and presenters. Part demo, part networking, part social; join us for this culminating TRD event! A great way to end your Trade Day.
Ever thought, "I want to do an educational escape room that's fun and challenging, but how?" We'll take you from start to finish (including how to debrief afterwards), and you'll even get to do one!
Description:
Ever thought, "I want to do an educational escape room that's fun and challenging, but how?" Well, we thought the same. We are three business professors (with very non-traditional backgrounds) who are passionate about experiential education. We designed an escape room to teach our students about developing a positive business culture, leadership, and team dynamics. We'll take you from start to finish of our design process, from ideation to playtesting to implementation, show you how to connect this to your class or training, and walk you through how to debrief afterwards to maximize the learning.
Designing And Implementing Games & Simulations In Higher Education About Social Issues
Summary:
A workshop on designing and implementing games and gaming experiences involving social issues and their subsequent use in higher education.
Description:
Guided by the facilitators, and through active participation, attendees will explore the design process and idea iteration to theme an educational experiential learning experience around social and environmental issues in higher education
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