WKU engineering students have developed an automated dice roller and tester. It will be demonstrated live and results for several dice brands presented.
Description:
Anyone who uses dice and any educator looking for innovative student projects will find this interesting. Each year there are hundreds of millions of dice produced. Not all of them are fair. We have developed a revised a statistical/graphical method to test the fairness or unfairness of dice. At a glance our plots will will indicate if a die is fair or not and provide an indication of how unfair it is. It works not only with D6 dice but with polyhedral dice as well. The device is portable, runs without human intervention, interprets dice rolls, and stores it in a database. We will demonstrate it at Gen Con. Anyone with an interest in fair or unfair dice will be interested in this. Dice companies will be very interested in it. Educators will find this project a very interesting case study because of unanticipated obstacles faced and solutions found by the students.
P/L? Balance Sheet? What does all this mean?!? I JUST WANT TO SELL GAMES!!! Come let the Witten Financial team of experts demystify the world of financial reports to help you run a better business!
Tailoring library game programs to include all patrons. Working with caregivers, organizing game night for disabled, different types of programs, and ideas for funding, promotion, and partnerships.
Description:
Presented by Beth Pintal (Librarian, Indianapolis Public Library) and Kyle Schenetzke (former Teen Librarian, Hamilton County Public Library). This is an updated presentation of the one offered in 2014.
Games as Cultural Artifacts: What Games Can Tell Us About The Time and Place They Were Created
Summary:
Games reflect culture in many different ways. This presentation discusses the importance of studying games to help better understand the time periods in which they were created.
Description:
Historians have long used various popular culture sources like movies, music, and fiction to examine contemporary values. Yet board, card, and video games have mostly remained outside the growing list of sources used by many academics to interpret and understand time periods. Games, like other types of popular culture, can reflect, change, and even resist culture in different ways. In addition, games offer a particularly rich source of information due to the variety of lenses available, including game components and player experience.
Many examples point to the importance of studying games as a way of enhancing understanding about the time periods in which they were produced. This presentation will discuss several of these as examples, assist teachers with how to incorporate engaging games into their curriculum to reveal culture, and provide some useful classroom exercises.
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.