No Apologies: Arguments & Examples Of Analog Gaming As Effective Tools In Secondary Education
Summary:
Join teacher and researcher Shawn Thorgersen for peer-reviewed studies on the effectiveness of analog games as learning tools; customized classroom gaming experiences; and actual "classroom" gameplay.
Description:
In this high school English teacher's experience, carrying a board game to class has sometimes raised concerns among supervisors. Is the teacher wasting class time with meaningless fun? Well, no. For this interactive presentation, educator and researcher Shawn Thorgersen presents findings from his own research and offers a literature review of compelling articles that speak to the effectiveness of gameplay in the classroom. After that, Shawn will lead volunteers through some of his adaptations of well-known games used in his classrooms. Finally, the group will share some of their best experiences and advice for using games in the classroom--even when our administrators aren't quite convinced that real, serious learning is taking place.
If you have any sort of facility in your service area that assists people with disabilities, there are a multitude of ways to establish an outreach program using games. We will show you options!
Description:
Establishing outreach for patrons who are disabled can be challenging. We want to help you extend your reach, and feel more comfortable going to locations you may not have considered for outreach. This includes developmental schools, care facilities, nursing homes, rehabilitation centers, and other such locations. Presented by Beth Pintal (Indianapolis Public Library) and Kyle Schenetzke (Hamilton Co Public Library)
Join a panel of designers and researchers as they discuss using the public domain for historical gaming and educational assets.
Description:
A wealth of public domain material exists that can be ideal for designers and educators projects. Yet navigating the public domain for the purposes of games assets presents its own set of challenges. Join a panel of experienced designers and art history researchers as they discuss the benefits of using the public domain for historical gaming and education.
Take a look at our 2024 releases and get a sneak peek into our 2025 titles! Learn about our Retailer Direct program, our new rewards program, and more.
Pretend & Play for a Purpose: Game Education in High School Special Education (& All) Classrooms
Summary:
A tour of supporting significantly neurodivergent learners to build skills in communication, professionalism, empathy & academics through board, card & role playing games. Great for all learners too!
Description:
How do you convince neurodiverse teenages struggling to read & write practice skills to be better humans? Make it fun. Interest & emotions dramatically impact what we remember with "boring but important" topics & skills that help us all become better humans. So what better way to authentically learn, model & practice skills such as empathy, active listening, frustration tolerance, resiliency, task prioritization (we could go on forever) than by embedding the learning the collaborative power of games. Join Portland based Special Educator Michael Bowersox on a briefly journey into his classrooms, where collaborative survival games build communication & networking, map making games model Maslows Hierarchy of Needs, character prompts create authentic written work full of sensory details, & card games generate inference and probability, all without using those fancy words.
Protect your business from fraud by familiarizing yourself with all the ways fraud can affect your business and what you can do to avoid becoming a victim.
Description:
With smishing, fishing, and all kinds of fraud on the rise, let's be informed about what to look out for, and things we can do to avoid fraud. Learn about types of financial fraud, how you can protect you and your accounts, and how to report fraud if it happens to you. Led by your fellow gamers and financial experts from Regions Bank.
Queering the Table: The Impact of Gender in Board Gaming
Summary:
In this discussion, we will talk about the impact of bringing inclusive and equitable spaces for all genders in board gaming when it has been dominated by cisgender, heterosexual men for so long.
Description:
We are going to explore what accessibility and inclusion outside of only cis-hetero male norms can look like in gaming. We are going to talk about gender identity exploration through board games and tabletop games, how representation in gaming is shifting and how much further we need to go. Gaming has an impact on showcasing your authenticity and mental health. Being respected in your gender is a behavior that must and can be learned from the classroom to the workplace to the board game cafe. When it comes to board gaming, many games and gaming events are advertised towards cisgender, heterosexual men. We can see this in board game designers, content creators, those who work for and own publishing companies, and players themselves. However, all genders can engage with board games, have fun, and even explore their identities through gaming.
Raising Staff Morale Through Gaming Reloaded: The Sequel
Summary:
Learn even more ways to boost staff morale through different types of gaming!
Description:
Looking for new ways to help your staff get excited about coming to work? Learn some tried and true methods that worked and got staff members interacting like never before! You will learn how to plan and implement several events and games that work in a school, business or library!
Rise And Shine: Sparking Creative Writing For Students
Summary:
Learn how to turn creative writing into an immersive learning game with a combo of two card-based tools.
Description:
The Shine Storytelling Engine will help students structure stories around common human dramatic patterns. The Radiance Adventure Engine, a tool designed for solo roleplay, will allow students to generate random plot elements and details on the fly. Youll leave with a digital copy of both tools.
Roll For Engagement: Framing Student Learning Outcomes With Game Elements
Summary:
Gaming elements have been demonstrated to increase student engagement with classroom material. Well present guidelines and examples related to grading methods and class assessments.
Description:
Games and gaming elements have been demonstrated to increase student engagement with classroom material which can improve learning. We will discuss examples used in our classrooms at Rose-Hulman Institute of Technology, a small, private, undergraduate-only STEM college known nationally for undergraduate education. Well present guidelines and examples related to grading methods and class assessments. The session will include time to brainstorm ways you can apply some of these ideas to your own classroom. This workshop is aimed for educators at all levels (K-12 and university) but all are welcome.