8:00 - 9:00 am | Registration, Networking and Light Breakfast Education and Arts Building Lobby
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9:00 - 9:50 am | Keynote Speaker University Grill
Andrew Davies, Virginia Commonwealth University
It’s All Fun and Games til Something Gets Learnt: My Journey into Playful Pedagogy
It’s challenging enough teaching eager, motivated students—but what if you’re asked to introduce your area of expertise to a room full of skeptics? How do you convince apathetic students to care about something they don't see as relevant? Worse yet, how do you do all that through a tiny screen in their bedroom? You trick them, that's how! No, seriously. You make them so engaged in conquering challenges and competing alongside their classmates, that they don’t even realize they’re learning esoteric history and terminology in their PJs. In this presentation, you’ll learn how and why I started my journey into playful pedagogy. Through my mistakes and triumphs, you’ll learn how I layered several games-based teaching tactics onto my college course; turning it into my own version of a multiplayer classroom. Then you’ll see how the forced shift to remote teaching turned out to be a blessing in disguise. Ultimately helping me transform my course from a boring Intro class to an engaging learning experience for even the most reluctant students. |
10:00 - 10:50 am | Concurrent Session 1
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| EA 1013 Getting things wrong in the virtual world Lauren Traczykowski, Aston University
‘Getting things wrong’ can be hugely important for ethical decision-making but we cannot risk real lives lost or real dignity undermined for us to achieve that (Traczykowski, 2021). Virtual Reality (VR) technology (games, apps, 360 videos) allows the user to practice making ethical decisions without the horrible consequences. In this presentation I will discuss the pedagogical advantages of using VR to teach applied ethics, particularly disaster ethics, as well as the benefits such educational tool should bring to real world application of theory. Technology willing, we will engage in an interactive demonstration of how to use VR in the classroom. |
| EA 1015 Creative Workshop Featuring Generative AI use for Game-Based and Play-Based Learning Lauren Freda, University of Notre Dame
Explore the use of generative AI to bring game-based teaching methodologies to life, enhancing both engagement and educational outcomes. After a brief how-to on prompt engineering, we’ll work together to create the bones of a game-based educational experience. Learn tools and techniques that can be adapted to your educational goals.
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11:00 - 11:50 am | Concurrent Session 2
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| EA 1013 Modified Survivor: A Team Challenge Adapted for the College or High School Classroom Christine Weatherby, Ivy Tech Community College
Have you ever dreamt about transforming your monotonous classroom into a competitive game based on the popular reality TV show Survivor? Would you like to increase student engagement while building a stronger culture and community of learners while having fun? Would you like to see your students collaborate using analysis, critical thinking, and problem solving (upper-levels of Bloom’s Taxonomy)? During the conference, I am going to share how I modified Survivor and adapted it to create an educational team challenge model for use in the College or High School classroom. Who will best “Outwit. Outplay. Outlast.” your class? Let’s play! |
| EA 1015 How Gamification of a Whole Course Improved Engagement and Learning Outcomes Michael Oakes, Kelley School of Business, Indiana University
To boost engagement and learning in an introductory finance course, I designed the entire course as a game. Using well-established gamification elements (Huang et al, 2020; Mosiane & Brown, 2020), students completed a series of progressive challenges leading to a capstone project. Delphinium software, integrated with Canvas LMS, provided technology for avatars, leader boards, token rewards, and badges. All this set up the course for “use of game elements in a non-game context” (Deterding et al, 2011). Join me for a presentation on how the course was designed, the helpful role of Delphinium, assessment of outcomes, and reflections by students. |
12:00 - 12:50 pm | Lunch University Grill |
1:00 - 1:50 pm | Concurrent Session 3
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| EA 1013 Extended Reality Initiative: Helping Faculty Introduce the Virtual World Into Their Curriculum Randy Newbrough, Jason Peercy, Todd Kirk, Indiana University
This presentation will introduce conference participants to the Extended Reality Initiative (XRI) that was introduced on the IU Indianapolis campus in 2022 to help encourage faculty to experiment and implement Augmented and Virtual Reality technologies into their courses. This initiative was a partnership among several University Information Technology Services (UITS) groups and IU Indianapolis departments to provide the needed support to faculty to help them develop and implement their ideas into their courses. Some of these partners will be joining the presentation to talk about the type of support they provided. |
| EA 1015 Oops-ortunity: Improv in the Classroom Jennifer Lale, Indiana University-Bloomington
Improvisation has a storied place in theatrical performance. Even if people have not experienced an improv show, they have an idea that it requires quick wits, minimal preparation, and is largely comic. These perceived qualities are actually the result of length experience in theatre and do not come easily, at first. The incorporation of improvisational skills is a natural match in teaching, particularly in classrooms that have what seem like rigid boundaries and black or white solutions. This workshop will provide activities that can create community, encourage listening and accepting, and encourage errors in the name of learning. |
| EA 1017 The PEMDAS Express Brooke Tewell, Joseph Kurtz, Kyle Schwieterman, Indiana University South Bend
Don’t just make a game for your class, make it fun. Two IU South Bend students discuss their process creating a game for an elementary classroom and enlist the help of the audience to improve it. |
2:00 - 2:50 pm | EA 1010 Social Game Hour
Network, explore game options, conversation and snacks! |
3:00 - 3:50 pm | Concurrent Session 4
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| EA 1013 Game On(line): Adapting an In-Class Game for Asynchronous Learning Sam Brunes, Daniel Janicki, eLearning Design and Services, Indiana University
Each semester, a health class plays C’est La Vie: The Game of Social Life. But when the course goes fully online, how do you recreate that student experience? Come be assigned a character in a demo of our Unity mobile version, hear our lessons and challenges from piloting the asynchronous game, and learn how you might adapt an in-person game for online use. |
| EA 1015 Jungle-Preneur. Simulations and Role Playing in Developing Entrepreneurial Mindsets Grace Akullo, Universidad Pontificia Comillas (Spain) and Strathclyde University (Scotland)
To address entrepreneurship educators fundamental challenge of facilitating learning in a dynamic, unpredictable, and non-linear world (Haase & Lautenschläger, 2011), I present Junglepreneur, a simulations and role-playing approach that engages students in reflective and critical thinking. Although this jungle context-laden approach is seemingly primitive compared to trending dynamic modern teaching tools such as Artificial Intelligence, this primitiveness harbours the ‘anchor’ to harness unpredictability translating into ‘gut feeling’, ‘intuitiveness’, ‘creativity’, ‘innovativeness’ that transcend time and obsoleteness in entrepreneurship practice. I propose its implementation to foster entrepreneurial mindsets for learners in universities, secondary schools, or business owners. |
| EA 1017 A Safe Place to Be Unsafe: Virtual Reality and Diversity, Equity, and Inclusion Efforts Kathryn Thompson, Cassandra Jones-VanMieghem, Digital Education Programs and Initiatives, UITS, Indiana University
Virtual reality provides a way to explore situations that would be dangerous or impossible in real life. This session explores the potential of VR to help marginalized groups practice unsafe conversations as well as providing majority groups with the opportunity to experience life as a member of a marginalized group. |
4pm | Closing Remarks
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