Professors Nicholas Johnson, Steve Nyktas, James McGrath (Butler University), and Michael Polo (Florida University) will discuss projects and theories of arts gamification.
Gamification in the Classroom: Classcraft Basic Set
Summary:
Learn how to transform your classroom into a year-long adventure by making it a role-playing game. Focus is on using the Classcraft system, but general techniques of gamification will be taught.
Description:
There is no better way to engage students than with gaming so why not use it all year? This trade day seminar will cover the benefits of "gamification" of a class, and go over the basic techniques to make it successful. We will use the Classcraft system as an example, but this is NOT just a tutorial on how to use Classcraft. Rather, we will be looking at practical classroom uses of Classcraft and gaming in general, so that you can use it well in your class. Join us to learn how to avoid the traps of gamification and create a learning adventure destined to make your students into hero learners! Bringing a device is suggested.
Gamification in the Classroom: Classcraft Expert Set
Summary:
Learn how to differentiate your classroom using game based assessments. Focus is on using the Quests feature of Classcraft, but general differentiation methods using games will be taught.
Description:
Differentiation is an excellent idea, but it is hard to implement effectively. Managing all the data is tedious and difficult. Many on-line tools are available, including Classcraft, but even then, it is easy to become lost. Join us and learn practical methods of differentiation that self-motivates students and allows you to focus on educating instead of accounting. We will use the "Quests" feature of Classcraft as an example and explain how that feature works. The methods explained, however, will be useful to any educator wanting to make their classroom differentiation more successful. Join us to make your lessons into a "Choose-your-own Adventure" story your students will never forget! Bringing a device is suggested.
Gamification in the Classroom: Classcraft Gamemasters Guide
Summary:
Learn how to keep it all together in your gamified classroom. This session will be an open Q&A session about implementing Classcraft, and give educators a chance to discuss gamification in general.
Description:
After learning about gamification, you may have questions that you need answered, and this is the time to do it. We will provide an open session to discuss any issues, questions, or concerns that educators may have about how to manage a gamified classroom, use the more esoteric features of Classcraft, and involve parents and other staff into your grand scheme. This will also be a "work-time" during which you can use us to help you create your ideal gamified classroom. Bringing a device is suggested.
Gamification in the Classroom: Classcraft Introduction
Summary:
Learn how to transform your classroom into a fantasy role-playing game by using the on-line Classcraft System. The basic rules and functions will be covered, perfect for a newbie!
Description:
Gamification is a great way to motivate students as it makes learning even the most boring material fun. Almost every educator has used a game at some point to teach. The on-line Classcraft system takes this to a new level. It is a fantasy-based behavior and academics tracking program that is full of MMORPG-like features just waiting for you and your class to enjoy. Character classes, powers, boss battles, quests, and more are all part of Classcraft. Join us and learn how to successfully implement the basic rules and features of Classcraft so that you can use it this school year. Your students will thank you!
Gamification in the Classroom: Classcraft Master Set
Summary:
Learn how to transform your gamified classroom into a fantasy campaign. Narrative arcs, villains, player guilds, group adventures, and more! Classcraft will be used a basis, but not required.
Description:
You have a gamified classroom, but now what? Every GM knows that their players have much more fun if the adventurers take place in a narrative context, a world that they care about and want to explore. The magic of gamification can fade if you don't create a world for students in a similar way. We will cover ways to create a simple fantasy world that you can weave into your lessons, creating continuity and excitement. The focus will be on how to integrate this idea into Classcraft, but anyone interested in creating a unified gaming classroom fantasy world should attend. Join us and create dungeons to explore, villains to thwart, and worlds to save! Bringing a device is suggested.
Come learn tips and best practices to help take your business to the next level. We will go over ways to help you improve your bottom line, sales, customer experience satisfaction and retention.
How do games push changes to the liberal arts in Higher Ed? We’ll workshop how game mechanics, dynamics, and aesthetics sync with an interdisciplinary liberal arts to provoke forms of critical play.
Gaming for Army Leadership Education: Past, Present, and Future
Summary:
This seminar will explore tabletop gaming as used by US Army leadership at institutions such as the Command and General Staff College and the Simulations Operations Course.
Description:
This seminar will explore the use of tabletop gaming for military leadership with a focus on Army leaders. We will touch on the inception of using tabletop gaming to teach early staff officers then progress into its uses today at institutions such as the Command and General Staff College and the Simulations Operations Course. The seminar will conclude with discussions on the future of gaming in the Army.