Our sales are up, so how come we can't pay the bills?!? Our experienced team will demystify the topic of cash flow planning to help you manage your business more effectively!
Five-Hundred-Year-Old Vampire: Playing for Keepsakes
Summary:
Author Jason Cox uses Five-Hundred-Year-Old Vampire (FYOV) to describe the creation of a keepsake game (Khor, 2021) that foster growth and exploration in art, writing, and history.
Description:
Author Jason Cox uses his game Five-Hundred-Year-Old Vampire (FYOV) as a point of entry to discuss the process of creating a keepsake game (Khor, 2021) that fosters growth in Art and Writing and encourages players to explore the history, legends, artistry, and artifacts of different times and places. Five-Hundred-Year-Old Vampire (FYOV) is a multi-player keepsake role-playing game that is an adaptation of Thousand-Year-Old Vampire (TYOV) by Timothy Hutchings that meets art and writing standards through acts of collaborative story-telling with students.
Fixing, Adapting, & Making Your Own Games For The Classroom
Summary:
Games are a great and safe way to engage kids in their learning. I'll walk you through how I fixed and adapted established games, as well as how to think about making your own for the classroom.
Description:
As a teacher who loves games, I have been working for years on creating engaging experiences for my Middle School Math Classroom (don't stop reading! This can apply to many other grades and subjects!) I will walk you through how to "fix" already established games that ALMOST work, how to adapt established games that COULD work, and how I made simple games that PRETTY MUCH worked. If we have time, I'll walk-through a game-building review unit and some samples of students' work. I'll be handing out copies of the DIY games if interested and sharing a google drive with all the digital copies.
Structure impactful library programs around providing opportunities for teens to develop leadership skills and fostering a safe and inclusive community through tabletop role-playing games.
Game Design Class Critique Vocabulary & Scaffolding
Summary:
We present a framework for applying aesthetics-oriented critique in a game design classroom including a vocabulary, critique process, and slide deck supported scaffolding tool.
Description:
This session presents a framework for applying aesthetics-oriented critique in the game development classroom. Building upon established critique interaction frameworks such as the experiences-observations-theories-advice framework, we offer a set of vocabulary that guides students in identifying technical, aesthetic, and meaning (TAM) takeaways during their critique. A scaffolding approach to introduce the TAM terminology is included that ensures that students internalize vocabulary during a course and explore implications of the vocab deeply. This scaffolding approach is supported by a portfolio-development slide deck tool where students use a pre-constructed slide deck to guide their critique and replace slides with discussion and insight. Examples of how to apply this approach in a tabletop game design class and a gameplay scripting class will be presented.
Common business & educator situations and the game industry collide in this Clue-meets-Family-Feud style seminar. Case studies, in-class analysis, & expert advice!
Description:
A seminar favorite, revised for this year! We identify cases (I am making lots of sales - why don't I have more money in my bank account?) and in game-style fashion, the audience shares their thoughts and we share ours (treats/prizes for matched answers!!). Slides sent to participants after the convention.
Game On! Leveraging Group Think: Designing Camps, Clubs and Programs
Summary:
K-12 teachers, SLMS, and public librarians: Join this think-tank session to discuss, envision and design ideas for local programming centered around game play, game design, and play in general.
Description:
The Task: Create an action-packed learning experience for youth of all ages around the themes of board game play, game design and fostering playful creativity. After previewing several formats of successful game play and game design programming, participants will engage in small group activities that leverage the creativity and experiences of the audience. In rapid succession, small groups will brainstorm ideas for kid-centered programming or instruction around the themes; create and document their ideas through collaborative technology; and finish with a group gallery walk to share-out. The Goal: Leave with new ideas for game play and design that can be used in the coming year! Join us for Brain Hive work at its best!
Using classic Game Theory models on conflict, trust, ethics, and decision-making, attendees will learn via role-play a series of engaging classroom experiences.
Description:
Using common, easy-to-find, materials, participants will learn the mechanics and the theory behind numerous Game Theory archetype games. The activities will range from the Prisoner's Dilemma to the Ultimatum Game as well as the Stag Hunt to name but a few. We will also very lightly debrief the mathematics and history that drives the underlying engines driving the games presented. Applications from Nuclear War to business and ethics will be touched on.
An introduction to using gamification in college-level courses. Learn about the basics of dynamics and mechanics in the classroom, and hear from personal experiences.
Description:
We will briefly discuss an introduction to gamification in the classroom, and will talk about how to include gamification elements within the constraints of university teaching. We will walk you through a process on how to gamify your classroom. We will share our experiences gamifying three different courses - a math course, an education course, and a biomedical engineering design course. You'll hear from some of our students via prerecorded video. We will discuss how gamification can provide access to STEM content for traditionally marginalized students.
Level up your classroom engagement! Unleash the power of play to unlock student motivation & transform learning with gamification strategies. Workshop your way to more effective classroom activities.
Description:
Gamification is not gaming--it is rethinking student learning and engagement using the metaphor of gaming. This workshop will offer a gamification strategy for transforming classroom activities by making them more engaging and effective, without losing focus or rigor. All participants will receive a free e-book featuring seven gamified classroom discussion activities.