During this session we will give an overview of the table top game "Is That The Best You Can Do?". Then we will walk through a short sample lesson plan based on the game.
H.A.K. Club, for short, is a RPG club of elementary and jr. high aged students that is sponsored by a rural Indiana library. Learn how this club began and what keeps these kids playing.
Description:
The H.A.K. Club began in January 2017, formed by 4 students from the Hagerstown Elementary School and a librarian at the Hagerstown Public Library acting as sponsor. The students wanted to learn to play role playing games and there was interest in using it as a play test idea for the community outreach coordinator of the school interested in the benefits of students playing role playing games. The club has grown, expanded to two "level" age groups of participants.
The group has been written about in newspapers and has been part of two summer reading programs and been featured on the list of "Great Things Happening in Indiana Libraries" by the Indiana Library Federation (ILF). We want to share the origin, the challenges that were faced and the secrets to our success as this group has continued for over two years.
Classic business situations and the game industry collide in this Clue-meets-Family-Feud style seminar. Case studies, in-class analysis, & expert advice...with participant prizes for top solutions!
We will be looking at the psychological components of games and game development. Concepts covered include emotional intelligence, cognitive biases, what is fun, and motivational and learning theory.
Description:
We will be looking at different psychological components of games and game development, using both theory and practical application. Concepts covered will include things like emotional intelligence, cognitive biases, what makes games fun, motivational theory, and learning theory. We will then tie all of this to what makes games fun. Throughout the session, we will have hands on components where you get to apply what we've learned by analyzing existing games and creating your own.
Two Butler University Professors (English, Musicology) will discuss strategies for utilizing aspects of Role Playing Games in the college classroom.
Description:
Two Butler University Professors (English, Musicology) will discuss strategies for utilizing aspects of Role Playing Games in the college classroom. How might you design character sheets to understand Jane Austen's protagonists and their development through experience? Can asking students to role play historical and fictional characters of the 18th century help contextualize the artistic and controversial issues surrounding Wolfgang Mozart's operas? Brief presentations will provide attendees examples to spur their own innovative approaches in the second half of the session.
Need a place to network and share your games and education research? We got you covered. Attend this event to see what next year has in the works with Butler University and the Trade Day staffers.
Using Games to teach Science Concepts to Middle and High School Students
Summary:
Gamification in the classroom has become a hot topic. We will present and play several games that focus directly on science concepts covered in 6th to 12th grade.
Description:
Gamification in the classroom has become a hot topic. We will present and play several games that focus directly on science concepts covered in 6th to 12th grade.
Concepts that can be taught or reinforced with some of the games we will focus on include: Extreme Weather, Compounds and Chemical Bonding, Natural Resource Use and Conservation. The card game that focuses on Extreme Weather is a game that I am currently working on that I hope to offer on TeachersPayTeachers soon.
I will have a Cut and Play copy of several games that participants can take with them after the session.
Using Non-Linear Storytelling to Deliver Classroom Content
Summary:
Use the CYOA structure of Bandersnatch to teach in your classroom. Look at various narrative webs and explore STEAM examples where story drives the learning and students make meaningful choices.
Description:
Bandersnatch (Black Mirror), which uses the Choose-Your-Own-Adventure format, gives watchers a way to make their own path through digital content and feel like their choices have meaning. The format can be applied to a classroom/library/museum setting where student choice can create unique experiences while also maintaining shared goals with the rest of the class.
This session discusses various narration webs to allow students to make choices in their learning/research/activity. We have used this method in STEAM courses, immersive theatre, and museum exhibits with positive results.
Many examples and formats will be explored including paper format, Google Slides, ClassCraft, and more. Participants should leave with ideas for lesson plans and templates to build out for their own classes.
A presentation/discussion that explores the educational benefits of wargaming, for both students and educators, and showcases historical uses of wargaming in the military, business world, and academia