A Spoonful of Sugar Helps Assessment Go Down: Games and Formative Assessment in Library Instruction
Summary:
Games are ideal environments for in-the-process-of-learning assessments because they can assess player skills through simulation and give feedback through adaptive support and leveling-up mechanisms.
Description:
Whether digital or analog, educational library games can be ideal environments for in-the-process-of-learning assessments. Through a game, the librarian can assess players’ skills through their performance in authentic simulations and give feedback through adaptive support and leveling-up mechanisms. This presentation will show how the theory of game-based learning aligns with that of formative assessment and give several examples from tried-and-true library games. While the presenter’s examples are from an academic library perspective, the content of this presentation will also be applicable to home-grown game programs at public libraries as well.
This is an "open book" presentation from the Kickstarter dashboard for Tsuro of the Seas & Roll For It! We'll examine the numbers; units sold, $ earned, and the people who supported the campaigns.
Description:
Kickstarter is here to stay. More and more publishers are utilizing the service and you may be concerned that the movement is damaging your business. Is that a fact or information and views shared by friends, other retailers, and like minded publishers? In this presentation we will take a behind the scenes look at the actual numbers of both Tsuro of the Seas and Roll For It! Kickstarter campaigns. We'll examine all the numbers; units sold, dollars earned, and the people that are supporting the campaigns. This will be an "open book" presentation with actual screen shots taken from the Kickstarter dashboard. Please come and take a look at the facts... and then make your own decision about Kickstarter, the publishers that use the service, and the games that are coming to market because of it.
Captivate Kids, Delight Parents, and Increase Profit: Host a Youth LARP at Your Store or School
Summary:
Kids age 6-16 love larping! We at Renaissance Adventures know this from 18 years of running experiential education LARPs. Let us show you how to make a profit offering high-quality programs.
Description:
Kids age 6-16 love larping! We know this from 18 years of running experiential education LARPs. Let us show you how to attract new customers to your store, increase family involvement, and make a profit by offering these exciting programs. Since 1995, Renaissance Adventures has helped thousands of children and teens develop critical thinking, teamwork, ethical reasoning, and other “21st century skills” through live-action roleplaying games. With four full-time staff, 30+ summer staff, a well-developed product line, and the satisfaction of doing what we can be proud of, our heart is to find others that have the same inspiration. We will present an overview of our business model, how to launch and grow programs, and the financial potential. Hear about our ongoing support opportunities (trainings, business methods, manuals, wholesale products, marketing templates, etc.).
Convincing Administrators And Parents That Games Belong In Education
Summary:
Educators may know that games a way to bring authentic engagement to students, but convincing school administrators is another matter. What's the research say, and how can it be best imparted?
Learn about the full suite of organized play programs for Dungeons & Dragons and how you can optimize your store’s event calendar for great player experiences.
AEG's Doomtown returns this August! Learn how you can build thriving communities of players with the Doomtown: Reloaded ECG store events and the upcoming Badge Series. Saddle up, Partner!
Engaging First-Year Undergraduates with Classroom Gaming Activities
Summary:
This presentation highlights classroom gaming activities to increase student engagement in freshman courses. These approaches should be transferable to K-12 teaching.
Would you like to increase your students’ engagement in class? Attend this hands-on workshop to practice designing non-digital games for students, regardless of content area. No experience needed!