WHAAAATTTT? Using Gamification Design to Teach Required College Courses!
Summary:
Designing course content is tricky! Doing it in a way that interests students in required courses is a Gordian Knot! Join your IU colleagues for inspiration AND support for this age-old problem!
Description:
College students often view required courses as tedious at best and unimportant and unworthy of their time and effort in worst-case scenarios. But what happens when these required courses are built upon gamified approaches and playful pedagogy? Is it possible for adults to earn college credits and complete pre-requisites while enjoying the process and learning the course content? YES IT IS! Join faculty from Indiana University to get some inspiration and brainstorm your own future course design! (This session is not conceptually tied to specific software, but it will demonstrate various applications integrated into the curriculum.) Faculty from all K-12 and college disciplines at all learning levels will take inspiration from this session. Session participants will have time to discuss, process and brainstorm their own course design applications of shared ideas.
This session will showcase examples of how to incorporate business principles into your lessons, projects, and class design, helping you create structured, engaging experiences for your own classroom.
Description:
Standard curricula across all disciplines—even business!—fail to take advantage of lessons from business. However, experts have studied and written about business practices extensively, offering insights that can be incorporated into almost any setting. Bringing these business principles into the classroom allows students to see how their work and the skills they’re developing, no matter the subject, will connect to real-life experiences in their future. For example: Navigating unclear instructions Critically evaluating and analyzing problems Handling non-performing teammates In this session, we will showcase examples of how to incorporate business principles into lessons, projects, and class design. We will also discuss how to create structured, engaging experiences that offer students unique lessons they’ll be able to apply, both inside and outside the classroom.
What’s Your Game Plan?: Turn Your Lesson or Training into a Game – With One Minute for One Change!
Summary:
What does the lesson “Finding Citations,” the game Trivial Pursuit, and the mechanic “Bluffing” have in common? Answer fun riddles from my published design game that gamify your exercise in 1 MINUTE.
Description:
In this boot camp brainstorm, you will enhance a teaching lesson or training exercise with the mechanics of popular board games in multiple one-minute rounds. Whether you need to teach the rules of citation or compliance, there’s a game plan that can help. If you’re an educator, training manager, presenter, instructional designer, or game designer, you’ll learn how to integrate non-digital educational games or simulations into your classroom or workspace. Led by a professor who leads similar workshops every year at Gen Con, and based on his design tool “What’s Your Game Plan?” and his best-selling book for teachers “The Allure of Play” (allureofplay.com).
Where to Start: the Top Ten Books in Educational Gaming Literature
Summary:
Dr. Heidenreich will discuss the most important books for those interested in educational gaming. A reading list with a link to an online annotated bibliography will be provided to attendees.
Description:
So you want to learn more about using or designing games for the classroom? This is the place to start! Dr. Heidenreich will go over some of the most important-- or most fun-- books published on the topic. From Jim Gee's "What Video Games Have o Teach Us about Learning and Literacy" to Jesse Schell's "The Art of Game Design", these books cover educational theory, game design theory, psychology and philosophy. Discover your next read from the reading list (or link to Dr. Heidenreich's annotated bibliography) here!
Writing, Running, and Publishing Table Top RPGs for Classrooms
Summary:
Create, write, pitch to publish, and/or run role playing games for classrooms. Incorporate academic pedagogy and role playing in dynamic, student-focused, interactive and collaborative modules.
Description:
With the proven effectiveness of classroom rpgs, challenge for game developers and educators in writing and creating for classrooms is to understand the most effective way to bring their understanding of games into pedagogy for different classrooms. Join two experienced university instructors with a combined 20 years experience teaching a variety of subjects at the university level from pre-medical coursework to bioethics to philosophy, as well as experience in academic publishing, as they introduce educators and game developers and publishers to creating and marketing academic pedagogical RPGs. Practical examples and frameworks for lessons structures will be provided. Practical ideas for pitching academic rpgs to academic decision makers, academic publishers, and students will be covered, as well as what rpg content and game design are effective in engaging students.
You Already Know This - Better Online Videos From Game Techniques
Summary:
Producing a great (rather than good) video is like playing a game - you need to understand the mechanics and techniques, and many are similar to what you already know from your favorite games.
Description:
What moves a gaming video from good to great, and how can you do this at home or in your shop? Many of the factors are similar to what you might already know from games you play. Learn some basics of sound, lighting, camera placement, and pacing by comparing production techniques to game mechanics! After some of these basic techniques are presented, we will have a chance to role play what you have just learned. Handouts with resources will be provided.
REVISED for 2022! Common business & educator situations and the game industry collide in this Clue-meets-Family-Feud style seminar. Case studies, in-class analysis, & expert advice!
We will explore the mechanics of several popular games and discover ways to adapt them for education purposes.
Description:
This session will discuss the mechanics of several popular games and give examples of how the mechanics can be adapted for educational purposes. Games covered will be: 1. Pandemic - Uses in History and current events 2. Mille Bornes - Uses in Math and map skills 3. Steampunk Rally - Uses in Physics and Engineering 4: Monopoly - Uses in Chemistry 5: Life - Uses in teaching life skills such as budgeting Then, you will have a chance to see a short example using the mechanics from "Keep Talking and Nobody Explodes" used for a cooperative math refresher. The example can be played, but an internet connection and device is required for the best experience.
In this Trade Day presentation we will discuss what we have learned as we went from a one man operation to a full fledged game room at our local Comic Con.
Description:
What works and who works are an important part of organizing a game room. We'll also talk about our local gaming events that we have hosted in game stores, schools and libraries. We will share our ideas and also want to hear from the attendees what has worked for the conventions and programs.