Finding and Deploying the Right Games for Your Classroom
Summary:
Finding and crafting games for implementation by individual teachers, librarians, and others
Description:
Do you already have a game in mind? If not, how do you choose a game or game engine for your needs? How do you need to modify it to fit your goals, classroom, students, and school (and maybe district)? What makes a game work in the classroom? These questions and more will be addressed, and there will be time to craft game implementations for individual teachers, librarians, and others, as needed. This conversation will cover all subjects and range from toddlers to graduate schooling. We will also investigate connection to your local standards, as needed.
By Designer Jason Cox, FYOV is a small group/educational version of Tim Hutchings' Thousand Year Old Vampire. Come learn about the game and help us playtest it!
Description:
Five Hundred Year Old Vampire (FYOV) is an educational adaptation of the game Thousand Year Old Vampire (TYOV) by Timothy Hutchings. In FYOV, players chronicle the long existence of a Vampire through the creation of a written journal and a series of player-made artifacts. The Vampire is one of several in a Cohort created by other players, the few beings that persist through the ages as they do. The Vampires will do things the players would not, both monstrous and awe-inspiring, and will provide a new perspective for players to see history and humanity for. Play progresses semi-randomly through Prompts. As players answer the Prompts through their journals and artifacts they will see their characters change and grow farther from their humanity even as they reflect the new times that they must adapt to.
Help your students learn science concepts using games and related activities. Concepts include the water cycle, renewable resources utilization and regulation, water pollution, and radiation.
Description:
Experience a variety of science games that can help students learn and internalize science concepts by doing rather than hearing. Hands on activities spur class discussion, especially when some competition is added to the mix. Talking about strategies that worked more effectively easily turns into discussions of real-world ideas and issues. Concepts explored and reinforced during these games include the water cycle, renewable resource utilization and regulations, water pollution investigations, radioactive decay and other concepts. The activities are designed for upper elementary classes through middle school and into introductory chemistry and biology classes.
From the dining room to the FLGS, the gaming table is a place to practice language development. This event is for educators looking for classroom games & retailers wanting to expand their market.
General Education, "Skills Goals," and Ungrading: Games in the College Classroom
Summary:
A talk on challenges inherent in using games in the college classroom and approaches to overcoming them using careful selection of student learning objectives and ungrading strategies for assessment.
Description:
This presentation presents approaches to using games in the college classroom with an eye toward avoiding frequent pitfalls, especially with regards to assessment. It explores the types of skills that are best learned through games, misconceptions about the possibility of learning through play, and ways in which ungrading strategies can be used to appropriately assess desired student learning outcomes.
During this hands-on workshop for all types of educators, experience several games that get your students away from their desks to playfully learn. Then, explore how to apply these to your classes.
Description:
With adaptations across disciplines and age groups see how a variety of games can be utilized in your classroom such as strategy, puzzle, card, role-playing, collaborative/co-op, game show, classics, chance/luck, sports, and more. You’ll play various games which will be followed by a brainstorming discussion of how to adapt them to different ages, subjects, and be inclusive to the needs of individual students. Take everyday items like balloons, playing cards, dice, paper, markers, different types of balls, etc. to create simple, but effective educational tools. Mini-games give you activities for under 5 minutes or develop episodes that can happen across multiple classes. You’ll also learn about the basic principles of gamification to help you devise and tailor your own games. The possibilities are endless. By the creator of “Gamification for Educators” Gen Con Online 2020 & 2021.
Melee.gg staff have run successful events for Magic, Yu-Gi-Oh! & other games around the world. Learn from them how to plan, advertise, and execute tournaments with more than 100 players at a time.
Description:
The presentation will focus on showing you the method of planning your own event or event series supported by using the Melee.gg platform. After the presentation, we will conduct live Q&A.
This talk will discuss my experiences as a law professor who has used historical gaming in my courses on international law and history for more than 30 years.
Description:
This talk will discuss the different games that I have used, the ways that I use them, the reactions of the students, the changes that I have made through the years, the differences between using board games and computer games, and the differences between using games in higher education and elsewhere.