Our sales are up, so how come we can't pay the bills?!? Come let Aaron Witten, CFP, CRC demystify the topic of cash flow planning to help you make smart inventory decisions!
Classroom Magic: Exploring the Use of Magic The Gathering in the Classroom
Summary:
Join this group of educators and gamers as they explain and continue to explore the uses of Magic The Gathering in the middle/high school setting. Come and tap us for some resources!
This class will help you make the most of every convention you attend. It will teach you how to balance your time, get the most for your store and to keep them fun at the same time.
Real-world simulations can be an incredible way to engage and teach children. We'll walk through how you can develop simulations that leave lasting impressions on your students.
Description:
Whether you're teaching elementary school students or college students, simulations can be an incredible way to engage and teach children. And creating a real-world simulation doesn't require years of coding experience or tons of coordination - they can be done with some paper and a bit of planning. We'll walk through how you can develop simulations that leave lasting impressions on your students with minimal resources and get you started on building your own! Instructors will be Dave Tomczyk, Associate Professor of Entrepreneurship and Game Design, and Tejas Kumar, Software Engineer at Vanessa Research and Game Designer for Quinnipiac University Center for Innovation and Entrepreneurship.
How can you meet customer expectations and go beyond them? In this class we will cover everything from finding the right employees (the beginning of customer service) to “third place” philosophy.
The greatest stories we want to tell in games are usually not our own. How can we help students tell these stories appropriately & respectfully, especially when dealing with sensitive topics?
Teachers will be guided through the game design process by creating games from initial concept to prototype development through playtest.
Description:
In this hands-on workshop, teachers will be guided through the game design process by actually creating games from initial concept to prototype development to playtesting. Participating in this workshop will give teachers the knowledge and confidence to undertake teaching game design as well as gaining empathy for their students as they struggle through the design process.
Using tools and ingenuity, kids created catapults to chuck pumpkins across a field in this STEAM unit. Add engineering to your classroom or events. Receive iBook and unit plans.
Description:
Students are creating medieval siege weapons in this STEAM unit for the social studies or science classroom. Learn how to integrate engineering and history into your lessons using an interactive iBook and hands on experiences. Students will learn to safely use manual and power tools, screws and nails, and engage their problem solving skills. You will leave this session with our free iBook “Catapults” and lesson plans for the two week unit.
Learn about escape rooms and their use to support library programs & educational curriculum. Explore ways to leverage these engaging resources and begin integrating them in your library or classroom.
Description:
Escape rooms are inquiry-driven immersive, real-life gaming experiences where participants work past a series of obstacles to accomplish a goal and “escape” the room. They require players to work together, interacting with elements within the experience to discover information through a string of puzzles and narrative elements which give the players the tools to succeed. Attendees will learn about escape rooms and their use to support library programs and educational curriculum. Then they go through an example escape experience to build familiarity. Lastly, attendees will explore various ways they can leverage these engaging resources, gaining direction and guidance in beginning to develop escape room experiences and begin integrating them in their libraries.