My students often ask me, "When am I ever going to use science in my life?" I tell them it is not just the content that is important, but it is the way science requires you to approach problems that is truly valuable.
My students want tangible learning experiences that have real-world applications.
Students at my school have limited resources to engage in truly immersive learning in the science concepts that interest them. This is compounded by the fact that often times, even the essential supplies needed are not available.
I have many students who like to hang out in my classroom after school. We have often filled our time by playing games. We have a good selection of fantasy and science fiction games, but I would like to offer students a larger variety of games from all genres. I would like to have engaging strategy games that will help get students to stay disconnected from their phones for a bit. For this project I am looking to expand upon the selection of board games in my classroom, to hopefully appeal to more students.
Students really enjoy immersive games that they can get invested in.
These are games that can be played quickly but take time to master. Mysterium is a game like Clue, with a supernatural twist. Mansions of Madness draws from the works of H.P. Lovecraft and is extremely imaginative. And what kind of collection would complete without Star Wars involved in some way.
My hope is that the students that stay after school will invest themselves into these games and develop strategic and critical thinking in a fun way that they will look forward to. Maybe the after school hang-out will turn into a weekly club with increased attendance.
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