Where to Start: the Top Ten Books in Educational Gaming Literature
Summary:
Dr. Heidenreich will discuss the most important books for those interested in educational gaming. A reading list with a link to an online annotated bibliography will be provided to attendees.
Description:
So you want to learn more about using or designing games for the classroom? This is the place to start! Dr. Heidenreich will go over some of the most important-- or most fun-- books published on the topic. From Jim Gee's "What Video Games Have o Teach Us about Learning and Literacy" to Jesse Schell's "The Art of Game Design", these books cover educational theory, game design theory, psychology and philosophy. Discover your next read from the reading list (or link to Dr. Heidenreich's annotated bibliography) here!
Writing, Running, and Publishing Table Top RPGs for Classrooms
Summary:
Create, write, pitch to publish, and/or run role playing games for classrooms. Incorporate academic pedagogy and role playing in dynamic, student-focused, interactive and collaborative modules.
Description:
With the proven effectiveness of classroom rpgs, challenge for game developers and educators in writing and creating for classrooms is to understand the most effective way to bring their understanding of games into pedagogy for different classrooms. Join two experienced university instructors with a combined 20 years experience teaching a variety of subjects at the university level from pre-medical coursework to bioethics to philosophy, as well as experience in academic publishing, as they introduce educators and game developers and publishers to creating and marketing academic pedagogical RPGs. Practical examples and frameworks for lessons structures will be provided. Practical ideas for pitching academic rpgs to academic decision makers, academic publishers, and students will be covered, as well as what rpg content and game design are effective in engaging students.
You Already Know This - Better Online Videos From Game Techniques
Summary:
Producing a great (rather than good) video is like playing a game - you need to understand the mechanics and techniques, and many are similar to what you already know from your favorite games.
Description:
What moves a gaming video from good to great, and how can you do this at home or in your shop? Many of the factors are similar to what you might already know from games you play. Learn some basics of sound, lighting, camera placement, and pacing by comparing production techniques to game mechanics! After some of these basic techniques are presented, we will have a chance to role play what you have just learned. Handouts with resources will be provided.
REVISED for 2022! Common business & educator situations and the game industry collide in this Clue-meets-Family-Feud style seminar. Case studies, in-class analysis, & expert advice!
We will explore the mechanics of several popular games and discover ways to adapt them for education purposes.
Description:
This session will discuss the mechanics of several popular games and give examples of how the mechanics can be adapted for educational purposes. Games covered will be: 1. Pandemic - Uses in History and current events 2. Mille Bornes - Uses in Math and map skills 3. Steampunk Rally - Uses in Physics and Engineering 4: Monopoly - Uses in Chemistry 5: Life - Uses in teaching life skills such as budgeting Then, you will have a chance to see a short example using the mechanics from "Keep Talking and Nobody Explodes" used for a cooperative math refresher. The example can be played, but an internet connection and device is required for the best experience.
In this Trade Day presentation we will discuss what we have learned as we went from a one man operation to a full fledged game room at our local Comic Con.
Description:
What works and who works are an important part of organizing a game room. We'll also talk about our local gaming events that we have hosted in game stores, schools and libraries. We will share our ideas and also want to hear from the attendees what has worked for the conventions and programs.
Educators will be fascinated by the physics, math, and ballistics involved in shooting artillery. Come learn the history, how it works, and how it can be realistically incorporated into games!
Description:
STEM educators will be fascinated by the physics, math, and ballistics involved in shooting artillery. History educators will learn how artillery evolved from direct fire cannons to indirect fire cannon and rocket artillery. Game designers will see how artillery can be incorporated into their games with game mechanics that accurately represent indirect fire support. Lead by two retired Marine Corps artillery officers.
New games and discussion of games for kids from toddlers to teens. You could even win a copy of a game!
Description:
What are great new role playing games for young people, and how do you decide if a game is right for a given group of children? Come see some new games and discuss the qualities of game for kids from toddlers to teens. You could even win a copy of a game! Academically, this convesation will cover all subjects.
Join us to learn about what's new and on the way! We'll discuss Brotherwise's upcoming games, our Featured Retailer Program, and how we can better support your store.
Introduction and discussion on ways to create, build, and strengthen gaming communities. Events, discourse, public forums, and games! How to fit all these together to create a true sense of community.
Description:
Appropriate for all audiences, but targeted at those wanting to create, build up, or strengthen their community (or gaming community) through events and practical discourse.