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ENGAGE! Live: How to Leverage the Power of Game-Based Learning

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Presenters

Jeremy Yanofsky

Coxsackie-Athens High School


Proposal summary

Jeremy Yanofsky  
Let's explore how to leverage mechanics from games you love and dig into the design process of creating your own game-based learning experience where play objectives align with learning objectives as closely as possible!

Outline

1. The Warm Welcome [5 min]
- a brief "about me"
- an outline of our goals for this session
a) construct an understanding of what game-based learning is (and setting the intention to devise organic/authentic learning experiences rather than what Amy Bruckman famously called "chocolate-covered broccoli")

b) explore a few examples I have employed in my experience as an educator -- particularly the design process of what become "the Priest Challenge" component of an "ancient Egypt experience"

c) share/workshop participant ideas

2. Participant Brainstorm [5-10 min]
(via the chat, but also probably through Padlet):
> What are some games that you love to play?
> What are some elements from those games that captivate you? Excite you? Stick in your mind as memorable? (Could be mechanics, could be player objectives, etc...)
> Now in a separate list, let's brainstorm: What are some learning objectives that I have in my classes? (This can come from content, but it can also come from ISTE Standards for Students.)
> Finally: Now...can I draw any connections between the two? How might I align player objectives and gameplay mechanics to those learning objectives *in an organic fashion*?

3. Leading by Example [20-25 min]
> Brief overture how I leveraged games such as Settlers of Catan, Pandemic, Codenames, Portal 2, and Minecraft
> Discussing what I learned from the design process of creating "The Priest Challenge" component of what was originally intended to be part of a full eduLARP set in ancient Egypt
-What inspired this design? (Dixit, Keep Talking and Nobody Explodes, escape rooms, National Geographic shows and other documentaries featuring scientific explorers)
-What learning objectives were targeted, and how were play objectives intended to align with these objectives?
-How -- and why -- did the design evolve and change into a smaller game-based learning experience?
-What worked well? What didn't? How would I iterate on this design if I had the opportunity to try it again?

4. Sharing / Workshopping Audience Ideas [10-15 min]

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