Using Games As Classroom Tools to Increase Attention and Processing Speed
Summary:
Learn about games every teacher should have in there classroom and how they can help increase your student's attention and processing speed, making them more focused as well as better learners.
The emergence of virtual reality presents unique opportunities for teachers and students to emerge as thought leaders in both consuming and creating VR content. First Hand Experiences shared.
Description:
The emergence of virtual reality presents opportunities for teachers and students to emerge as thought leaders in both consuming and creating VR content. Classrooms can steer development with VR companies through iterative feedback, an invaluable resource to developers. This positions students as real world beta testers and consultants. Students creating VR content can spur interest in STEM (or add Art for STEAM) by creating student game-dev teams. Students take on mutually-dependent roles as programmers (Unity, Unreal), 3D modelers (Sketchup, Autodesk Maya), and level designers. Sample student team project shared. All software used is free (VR hardware not included). Attendees will get to experience student-created content on the Oculus Rift and will receive curriculum developed by the panelists for creating content, and a curated list of cross-curricular applications.
What Game Rules Can Teach Us About College Syllabi
Summary:
A discussion regarding my (and my colleagues) attempts to create college syllabi modeled after our favorite board game rulebooks.
Description:
This is essentially a continuation of the 2015 Trade Day event I held under the same title. We'll simply focus on more recent efforts to create engaging syllabi and course design.
Just as lifting weights can build muscles; playing quality games can build thinking skills. Games are valuable tools. Together let's explore a few good games and discuss the STEM skills they exercise.