Available for Presentations and/or Practical Workshops on Video Game-Based Learning – A.Y. 2018-2019 & Summer 2019 Availability.

In fall 2017, as the recipient of the University James H. Korn Scholarship of Teaching and Learning Award (https://www.slu.edu/cttl/scholarship-of-teaching-and-learning/james-h-korn-award), and with the assistance of the SLU Reinert Center for Transformative Teaching and Learning, I created an effective hands-on workshop and presentation format on Video Game-Based Learning (VGBL).
Since 2015, I have delivered several presentations and practical workshops on VGBL (for audiences of students (undergraduate & graduate), faculty (high-school & university) & administrators/policy makers; in ESL/Foreign Languages; Natural Sciences & Social Sciences) at national and international institutions (see the Portfolio section of this blog).

ESL & FOREIGN LANGUAGES – Workshop Proposal: Assassin’s Creed Taught Me a Foreign Language: Video Games in Second/Foreign Language (& Culture) Acquisition.”

Audience: Faculty and graduate students in ESL and Foreign Languages, Literatures & Cultures

Format: Interactive, hands-on workshop with large group and sub-groups (divided by language and level of ability: elementary, intermediate, advanced) activities. Includes advanced lecture presentation on the pedagogical advantages of gaming as digital realia; step-by-step “how to” methodologies; and the creation of a mini-lesson and a lesson plan using video games as realia. Specific for ESL / Foreign Language instructors/teachers.
Duration: two to four hours (+ 15 minutes Q&A following the initial 30-minute introductory presentation)

Technology Requirements:

  • Projector [or large TV screen] with HDMI connections & audio output/speakers. A PC with Office, VLC Media Player and internet access. I will bring my own PlayStation 4 console with all cables and multi-language specific games (requires one free HDMI input; and the ability to switch seamlessly from PC to PS4).
  • Mobile phones, or tablets, or laptops recommended for the members of the audience in order that they experience the interactive features

HUMANITIES, NATURAL & SOCIAL SCIENCES – Presentation Proposal: “(E-)Life is (not) Strange”: Video Games & Learning in Higher Education.”

Description: Currently, some commercially-available video games can be useful to engage students so as to better understand and communicate in Foreign/Second Languages, but they also effectively deliver cultural content. Others (the so-called “serious games”) are specifically designed by academics in order to assist & enhance learning in a variety of fields, in the Humanities, the Natural Sciences and Social Sciences. This presentation will demonstrate the advantages of task-based problem solving and agency that such games afford. No previous gaming experience necessary!

Audience: Students (undergraduate & graduate), Faculty, Administrators/Policy Makers

Format: Interactive audio-visual presentation.
Duration: 60 minutes (+ 15 minutes Q&A)

Technology Requirements:

  • Projector [or large TV screen] with A/V (HDMI – I can bring my own laptop if needed) connections & audio output/speakers. A PC with Office, VLC Media Player and internet access.
  • Mobile phones, or tablets, or laptops recommended for the members of the audience in order that they experience the interactive features.

HUMANITIES, NATURAL & SOCIAL SCIENCES – Workshop Proposal: “(E-)Life is (not) Strange”: Video Game-Based Learning in Higher Education.” 

Audience: Faculty, Students, Policy Makers/Administrators

Format: Interactive, hands-on workshop. Includes advanced lecture presentation on the pedagogical advantages of gaming as digital realia; step-by-step “how to” methodologies; and the creation of a mini-lesson and a lesson plan using video games as realia in the Humanities, the Natural Sciences and Social Sciences. A general focus on Video Game-Based Learning (VGBL) in higher education.
Duration: Two to four hours (+ 15 minutes Q&A following the initial 30-minute introductory presentation).

Technology Requirements:

  • Projector [or large TV screen] with HDMI connections & audio output/speakers. A PC with Office, VLC Media Player and internet access. I will bring my own PlayStation 4 console with all cables and multi-language specific games (requires one free HDMI input; and the ability to switch seamlessly from PC to PS4).
  • Mobile phones, or tablets, or laptops recommended for the members of the audience in order that they experience the interactive features

REMUNERATION/FEES

Honorarium + expenses [Transportation; hotel; and meals]. Remuneration fee, depending on the specific structure and length of the presentation and/or workshop, will be based on the average outside consulting fee at Saint Louis University.

AVAILABILITY FOR ACADEMIC YEAR 2018-2019 & SUMMER 2018

Fall 2018 (US & Canada): 

  • October 18-23
  • Most Thursdays (October 1 through December 12).

Spring 2019 (US & Canada): 

  • March 7-17
  • April 18-22
  • Most Thursdays (January 21 through May 15).

Summer 2019 (Europe)

I will be in Italy (from approximately May 20 to August 20) and will be available to travel within Europe, and to Asia & Australia.

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