Following the DtJ seminar, discuss, analyze, and improve your own classroom games for your own courses. Join designer Sean Malloy to share new ideas, ask questions, or create something new.
Death to Jeopardy: Designing the Better Classroom Game
Summary:
Back by popular demand! Explore, play, and discuss the core characteristics of great (and not so great), effective classroom games by playing them yourself. Immediate applications to your own class.
Learn to create a gaming unit based within Literacy standards, using specifically Lucy Calkins curriculum (Narrative, Informative, and Argumentative). Is applicable to all Literacy classes.
Effective Advertising or Sell the FUN not the Game
Summary:
We’ll cover basic advertising strategies for retail stores that will take your ads and make them more effective at getting noticed. The focus will be selling benefits.
Take this hands on approach to introduce fast action games to encourage involvement with the video generation. Learn techniques and games that succeed!
Learn to post and tweet your way to a better bottom line with minimal effort! We’ll review Facebook, Twitter, and free tools to bring customers from the Internet to your store!
Would you like to have a game program at your library, but you don’t have the staff / time / resources? This seminar will help you get a game program up and running and how to sustain it.
Description:
Would you like to have a game program at your library, but you don’t have the staff / time / resources? We have solutions! There are volunteers, students, home schoolers, and others available to help you run your program. There are grants, gifts, and other ways to get supplies and/or games. This seminar will help you get a game program up and running and help you see how to sustain it. Presented by Beth Pintal (Librarian, Indianapolis Public Library).
Games and Simulations: Leveraging their use in Science Education
Summary:
This session will help educators (K-16) leverage the captivating power of games to engage students in authentic science practices. You will walk away examples and tools to use in your classroom.
Description:
The use of models and simulations in the form of games can be leveraged in a classroom environment to engage students of all ages (K-16) in authentic science practices. While many students might believe science content as a conglomeration of facts to be memorized, the use of science tools and scientific thinking is very important. Game mechanics can help scaffold students to understand these more hidden aspects of science. This session will discuss what research says about science/ models/ games and how those ideas look similar and different at the elementary/secondary/and college level. This session is aligned with the Next Generation Science Standards.
The homeschool movement is growing, and there are many games to use in their educational pursuit. Connect with the homeschool families at your library in a fun way, by establishing a game program.
Description:
The homeschool movement is growing, and there are lots of games for them to use in their educational pursuit. Connect with the homeschool families at your library in a fun and easy way, by establishing a game program. We will highlight board, card, and role playing games that will serve as educational as well as fun attractions for your homeschool community. We will also discuss how to start a program, where to get games, how to advertise, and funding resources. Presented by Beth Pintal (Librarian, Indianapolis Public Library), Kyle Schenetzke (former Teen Librarian, Hamilton County Public Library) and Kasey Panighetti (Librarian, Indianapolis Public Library).