Combinatorial Game Theory In The Classroom: A Hands-On Approach To Teaching Mathematics
Summary:
Explore combinatorial game theory as a unique tool for teaching math concepts. Participants will play combinatorial games and gain resources for classroom use.
Description:
Join us to discover how combinatorial game theory can enhance teaching in the mathematics classroom. This session will cover key concepts in game theory, offer resources for incorporating them into lessons, and give participants the opportunity to play games that introduce new mathematical principles in an engaging and interactive way. Whether you are teaching discrete mathematics, logic, or problem-solving, this session will provide valuable tools for making abstract concepts more tangible. Come ready to learn and play!
Converting Ideas & Inspiration Into Playable Mechanics
Summary:
Explore methods to move quickly & thoughtfully from ideas & inspiration to a playable mechanic. Identify the bldg blocks of your core game loop, define constraints, make a prototype, & find the fun!
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Crafting Compelling Games: What Makes Players Stay?
Summary:
Focusing on player motivations, reward systems, player types, and psychological and emotional drivers, we will explore the key factors driving player engagement.
Description:
We will dive into the different types of player motivations and player archetypes to examine how these factors influence immersive gameplay & long-term retention. By examining case studies of popular games and analyzing successful strategies in player retention, we will explore how game designers can leverage this knowledge to craft mechanics, dynamic feedback loops, and emotional experiences that cater to a wide variety of players.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Learn how to create your own Escape Room in your school, library, or business with the aid of AI using little to no materials other than your own imagination.
Description:
After attending this session you will learn about the various types of puzzles used in an escape room and how to create a cohesive storyline to tie it all together in an educational setting. You will also learn about some inexpensive items that can be used to help create some physical objects in the context of your Escape Room.
Creating a Laboratory for Games--Teaching, Learning, And Community
Summary:
We'll share our process in creating a Game Lab where the "players" form a community to explore all facets of games: playing, teaching, researching, and designing.
Description:
This presentation will focus on the 2-year development process of The Game Lab at Kansas State University. TGL is housed in the College of Education and its directors are games-based faculty. The Lab is focused on three initiatives:
1. Community--networking for students, faculty, schools, and the community at large. This community has enhanced the relationships, the psycho-social skills, and the well-being of our players.
2. Academic Collaboration--researching the use of games in supporting learning and teaching, which has led to the development of an academic journal GILT (Games in Learning and Teaching).
3. Professional Development--providing opportunities for teachers and practitioners to develop knowledge and skills to utilize games in learning settings.
Creative Project Constraints For Student Learning Outcomes
Summary:
We present four ways to constrain student game production projects and how each constraint affects attention, knowledge acquisition, skill development, and concept exploration.
Description:
We discuss four types of constraints: directive, ideation, operational, and execution constraints. Each constraint affects a different aspect of student project production, and encourages students to explore the expressive output, input, and production process of their project. The constraints develop student expertise across blooms taxonomy, with ideation constraints developing student creation skills, directive ensuring application of specific knowledge, and operational constraints requiring students to develop evaluation skills. To reinforce this discussion, we present examples from our classes that show how these constraints generate learning outcomes across Blooms taxonomy. To close, we will lead a workshop session with participants using a worksheet to guide exploration on how to use constraints in their game design classrooms to attain specific learning outcomes.
We've been playing around with kit-bashing and collage - it didn't take much to turn it into a summative assessment. We'll walk through applications and then try a shortened version ourselves.
Description:
Through various workshops, we've been playing around with kit-bashing and collage - it didn't take much to turn it into a summative assessment. The first look will be of toys as book reports. We'll then walk through a few other applications and finish off by trying a shortened version of the project ourselves.
D&D & LARP In Schools - Hot Tips & Tricks For Fostering In Class Collaborative Storytelling
Summary:
Running a successful D&D/LARP club or camp can be intimating. Luckily, you don't have to reinvent the wheel. Let a 12-year club organizer help you out!
Description:
D&D and LARPing are all the rage; fostering creativity and collaboration both in and out of the classroom, but getting started can be scary. How do you align it to curriculum or the school culture? is it best in or out of school? Then once you have the attendance, how do you keep the momentum? How do you transfer these skills out of the classroom? Add in players of different ages and abilities, kids with learning differences, shorter attention spans, and expanding technology and it can be downright exhausting.
Luckily, Danielle Powell is not only a 12+ year club running veteran, she currently runs a successful D&D club, LARPing class and combination summer camp in TN. Along with several articles and conference session written in collaboration with Wizards of the Coast, and you have a one-stop expert to get you through the difficult details!
A chance to demo games & meet w/some of your favorite TRD exhibitors and presenters. Part demo, part networking, part social; join us for this culminating TRD event! A great way to end your Trade Day.
Learn what you need to consider when designing games for mass market or your selected audiences. From the components to the art learn all the things you need to consider when designing a game.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **