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Tabletop Thinking and Learning: a Game-Based ISTE Playground

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Session description

Explore the power of game-based thinking through a series of interactive stations, sessions, and mini-boss battles. Participate in a collaborative tabletop game design experience, discover strategies for integrating tabletop gaming into any classroom, and hear stories of how meeples and mindfulness, card decks, and imagination, may transform learning.

Outline

A core feature of our playground will be five stations through which participants may cycle at their own pace. Each station will align to one of the five phases of the 5E design process: EXPLORE, EMPATHIZE, EXPERIMENT, EXECUTE and EVOLVE. As a result of moving through all five stations, participants will have designed a pocket-sided tabletop game (dice, roleplay, card, board, etc.) that demonstrates deeper understanding of an essential learning concept or skill. This game they will be able to take with them as an artifact of their learning as well as to use with their impact area.

In addition, there will be a series of 25-minute mini-sessions and stations featuring practitioners sharing strategies, stories, resources, and insights into game-based learning experiences. These practitioners will include designers, educators, organizers, and creators from a diverse range of experience and knowledge. We intended there to be 12-16 such mini-sessions and stations over the duration of the playground.

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Supporting research

TabletopEDU https://www.tabletopedu.org/

Tabletop RPG Kids https://www.ttrpgkids.com/

Ellie Dix, game designer, Why Board Games Are Educational https://www.thedarkimp.com/blog/2021/04/15/why-are-board-games-educational/

Noda S, Shirotsuki K, Nakao M. The effectiveness of intervention with board games: a systematic review. Biopsychosoc Med. 2019 Oct 21;13:22 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6802304/

The Power of Board Games for Multidomain Learning in Young Children; Daniela K. O’Neill and Paige E. Holmes, American Journal of Play, 2022 https://files.eric.ed.gov/fulltext/EJ1357958.pdf

Quinn Rollins, Play Like a Pirate, Dave Burgess Publishing, 2016

Amy Burvall and Dan Ryder, Intention: Critical Creativity in the Classroom, Blend Education, 2019

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Presenters

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Content Development Editor, English Language Learning Materials
U.S. Department of State/ ECA
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Director of Design and Innovation
Community Regional Charter School

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Subject area:

Elementary/Multiple Subjects, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Designer
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Innovative Designer
  • Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.

TLPs:

Connect learning to learner, Spark Curiosity