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October 25 at 10am EDT on Zoom

16:00 GMT+2 in Geneva, Switzerland

We hope you will join us this year during STEM Week!


Join us for an exciting online adventure:
CERN’s Large Hadron Collider (LHC) has somehow shut down! Help us solve the mystery as you play a role in reassembling the part of the LHC, working as a scientist, an information technologist, or an engineer. This is a Zoom-based interactive adventure designed in partnership with CERN for ages 8-10 and runs 30 minutes. This adventure will be hosted in English.
This is a free an online event funded by Mass STEM Week and developed in full partnership with CERN for ages 8-10


How it works:

Screenshot of kids and teacher on zoom STEM adventure

  1. Register below by October 23rd.  There are limited spots so be sure to register ASAP.
  2. Teachers: You may register as a student and project the screen on your board (in presentation mode), then allow your class to vote on their next move. In this case, we will not need all of your students to register, just you.
  3. Students: You will be emailed instructions with the Zoom link. NOTE: There are no more individual Student spots left. Please fill out to be placed on a waiting list for a possible second future event.
  4. Make sure your name display on Zoom is the same as your registered Student/Class name or you may not be admitted to the event.
  5. You should have some comfort in navigating Zoom reactions and turning on and off your mic. Parents can assist if a student is struggling with the controls.
  6. If you are more than 5 minutes late, you may not be accepted into the event as the game will begin promptly.
  7. You do not need to know any physics in order to participate.
  8. Note: This session will be recorded!


If you have questions  contact us via our website. Are you an educator?  Fee free to share this page so parents can register their students in your class if they are attending individually instead of in presentation mode.
In order to participate, please fill out the form below no later than Thursday, October 24th.  There are limited spots available on each day so please register soon.


This game was developed through a Massachusetts STEM Week grant from the Northeast STEM Network and in partnership with CERN.








  • Zoom links will be sent using this information.
  • Is this registration for a single student or an entire class?

  • Let us know if you have any questions or additional information to add.


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As treasure troves of culture and knowledge, museums hold untold potential not just as destinations for school field trips, but as extensions of the classroom. In particular, when museums offer educational resources for teachers, they greatly enrich the curriculum and provide students with a deeper, more contextual understanding of their subjects. As well, resources based on games and stories can tap into the vast potential for interactive learning to make a lasting impact on each student’s educational experience.

 

Museums as Educational Partners

 

Enriching the Curriculum

Museums possess a wealth of artifacts and exhibits that can bring textbooks to life. By offering access to curated educational resources about those exhibitions, museums can help teachers provide a more nuanced view of complex subjects, from history to science. For instance, history teachers can use online museum archives to show actual artifacts from the period they’re teaching, allowing students to make a tangible connection with the past.

 

Tailoring Learning

Teachers can often feel constrained by the rigidity of standardized curricula. Museum resources can offer the flexibility to tailor learning experiences to the needs and interests of their class. For example, science teachers might incorporate virtual tours of natural history museums to complement a unit on evolution or biodiversity, giving students a glimpse of the diversity of life forms far outside of the student’s own location and the adaptations of those life forms to their environment.

 

The Power of Game-Based Resources

 

Engagement Through Interactivity

Game-based learning harnesses the engaging power of play to encourage active learning and problem-solving. When museums offer resources in the form of games, they capture the attention of students who might otherwise be disengaged. This method can be particularly effective for complex STEM topics, which often benefit from interactive models and simulations that can make challenging concepts more accessible – even allowing the introduction of higher level thinking at a lower grade level.

 

Learning by Doing

Educational theorists have long touted the benefits of experiential learning—learning by doing. Games and interactive simulations offered by museums can provide hands-on experiences in a virtual format. For example, an online game that allows students to simulate archaeological digs can teach them about the scientific process of uncovering and analyzing historical artifacts.

 

Accessibility and Reach

In an age where technology pervades every aspect of life, digital resources can overcome the limitations of geography. Museums that provide online game-based resources for teachers to use in their classroom can make their collections and expertise available to a much broader audience. A small rural school, miles from the nearest museum, can still benefit from high-quality educational games developed by leading institutions.

 

Examples of Game-Based Museum Resources for Schools

 

  1. History Mystery Games – Museums can create online games where students analyze primary source documents and artifacts to solve historical mysteries.

  

  1. Virtual Physics Labs – Science museums can offer interactive simulations where students conduct virtual experiments to learn about physics principles.

  

  1. Eco-System Simulators – Natural history museums can develop games where students manage virtual ecosystems, learning about environmental science and biology.

  

  1. Math Puzzles from Art – Art museums can offer pattern and geometry games based on their art collections, integrating math and art education into an interdisciplinary approach and allowing students who excel in each subject see the value in both.

 

  1. Language Learning Through Exploration – Language museums can create exploration games where students practice language skills while learning about the history and culture of the language.

 

  1. Cultural Role-Playing Games – Anthropology museums can provide role-playing games where students take on roles to uncover information through the stories of different cultures, promoting understanding and empathy.

 

  1. Interactive Storytelling – Literary museums can develop interactive narratives that allow students to engage with literature in a choose-your-own-adventure format.

 

  1. Astronomy Quests – Science centers with planetariums can create quest-based games that teach students about astronomy and space exploration.

 

  1. Engineering Challenges – Technology museums can offer design and build challenges that give students a taste of engineering problem-solving.

 

  1. Virtual Museum Building – Students can learn about curation and exhibit design by creating their own virtual museum exhibits.

 

As museums continue to evolve, their role in education can expand through the provision of game-based resources for teachers. These resources harness the potential for interactive, engaging learning, making subjects come alive for students in diverse and innovative ways. By investing in these resources, museums not only fulfill their educational missions but also ensure that their treasures have a lasting impact on the learners of today and the leaders of tomorrow.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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Science centers and children’s museums are on a constant quest to engage and inspire individuals of all ages to be curious and explore the world around them. However, not everyone absorbs information the same way—some visitors need more dynamic, interactive experiences to grasp complex subjects. They need an interactive game for motivation or a story for context… and even better: A role to play in that story. This is where games and Live Action Role-Playing (LARPs) can offer a new dimension for educational immersion. 

 

Why Games and LARPs Are Effective Tools

 

Interactive Learning

Games and LARPs (also called EduLARPs) can turn abstract theories and ideas into something more tactile and experiential. They promote interactive learning, which research shows increases retention and understanding1. The game environment can engage the emotions of a learner which encourages them to persevere through the learning process. Simply studying a topic does have it’s place when the topic requires significant memorization. But it’s terribly difficult to get excited about memorization.

 

Catering to Different Learning Styles

Different people have different learning styles—visual, auditory, reading/writing, and kinesthetic. Games and LARPs are designed for multiple learning styles and can accommodate different lived experiences, making the educational process more accessible and culturally inclusive2. This is especially true for learners who love video games or movies because the best games involve the use of storytelling.

 

Encouragement of STEM

By embedding scientific, technological, engineering, and mathematical (STEM) principles into a game or LARP scenario, participants can understand these concepts in an applied setting, boosting their interest in STEM fields3. It’s also possible to use these methods to introduce higher level scientific concepts to younger children. There is a limitation, of course, in that metaphors and fantastical stories are sometimes the vehicle for education. So it is important that the teacher helps the students understand that these aspects may not fully encompass the complexity of the scientific concepts. But if the learner is truly inspired, they may pursue more traditional learning in the future.

 

Five Examples of Games and LARPs in Educational Settings

 

1. Phantom Physics: Quest for the Hidden Particle

This is an exciting and interactive 30 minute LARP mystery that teachers can run in their classroom or over Zoom about Particle Physics for ages 8-10. Created with materials from CERN with permission

 

2. Crack the DNA Code

You’ve spotted some products in a shop in New York City. You have a hunch that some of them are from endangered animals. The store owner claims the products are all legal. It’s your job to find out which products were made from endangered animals. It’s your turn to be a DNA detective!

 

3. Mathlete Tournament

A competitive game where teams solve math problems to “score goals,” turning abstract equations into a tangible, goal-oriented activity.

 

4. Astronaut Training Camp

A LARP that mimics the challenges and exercises astronauts go through, embedding physics and engineering concepts within the challenges.

 

5. Elixir of Life STEM Adventure

In this course, instructors learn how to run an immersive LARP where your guests are thrust into a crime-solving adventure set aboard a cruise ship in the year 2070. This LARP requires more equipment resources than are typical for a classroom.

 

As the pinnacle of Informal Learning, science centers and children’s museums can provides a wide array of benefits to their learners when they integrate LARPs and games into their displays or experiences. They improve interactive engagement, apply to multiple learning styles, and encourage an interest in STEM fields. These institutions are already renowned for making science interesting and they have a much wider leeway than schools for making science not just informative, but also fun and accessible.

 

Footnotes

 

1: Kapp, Karl M. “The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education.” Pfeiffer, 2012.

 

2: Coffield, F., Moseley, D., Hall, E., & Ecclestone, K. “Learning styles and pedagogy in post-16 learning: A systematic and critical review.” Learning and Skills Research Centre, 2004.

 

3: Honey, Margaret A., and Margaret Hilton, eds. “Learning science through computer games and simulations.” National Academies Press, 2011.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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The world of science is vast and intriguing, but is often seen as a subject that should be limited according to grade level. However, just like teaching a child to swim in the shallow part of a pool before diving into the deep end, we can introduce elementary school students to the depths of higher-level science if we use the right techniques. Early exposure to advanced concepts not only lays a stronger foundation for future learning but also ignites an innate curiosity that can last a lifetime.

Here are just a few benefits of introducing advanced science concepts early:

  • Broadened Horizons and Deeper Curiosity: Studies have shown that children are natural-born scientists, innately curious and constantly exploring the world around them1. By introducing higher-level science concepts early, we’re essentially feeding this curiosity, paving the way for more profound understanding and exploration in later years.
  • Enhanced Cognitive Skills: Complex scientific ideas challenge young minds, pushing them to think critically and analytically2. This not only prepares them for rigorous academic challenges in the future but also for problem-solving in everyday life.
  • Preparedness for the Future: With the rapid advancement in science and technology, the next generation will be at the forefront of solving global challenges. Early immersion in advanced science provides them with the knowledge and mindset needed to face these challenges head-on.

So now that we know that this is a good idea… the question remains about how we introduce these concepts.  Here are few ideas to get you started:

 

1. Using Metaphors to Explain Complex Ideas

Metaphors are powerful tools that draw parallels between the familiar (what the student already knows) and the unfamiliar (what they do not know), making advanced concepts more accessible. The beauty of metaphors lies in their ability to transform abstract and sometimes intimidating concepts into relatable and digestible information. By connecting the known with the unknown, metaphors serve as bridges to understanding. Here are some examples to highlight using metaphors in explaining complex scientific ideas to elementary school children:

    • Cells as Cities: The cell can be likened to a bustling city. The nucleus, which contains the cell’s genetic material, is like the city hall or control center. The mitochondria, responsible for energy production, can be seen as power plants. The endoplasmic reticulum, involved in protein and lipid synthesis, parallels factories producing goods. This metaphor allows students to visualize the intricate workings of a cell in a context they can more easily understand1
    • Electrical Circuits as Water Flow: Explaining electrical circuits can be daunting for young students. However, if you compare it to water flowing through pipes, it becomes clearer. Batteries can be thought of as water pumps, pushing water (or current) through the pipes (or wires). Resistors can be likened to narrow parts of the pipe where water flow (or current) slows down.
    • Gravity as a Ball on a Trampoline: To understand the concept of gravity and its effect on space-time, think of a trampoline. When a heavy ball (representing a planet or star) is placed in the middle of the trampoline, it creates a dip or curve. Smaller balls (representing smaller celestial bodies or objects) will roll towards the heavier ball, mimicking the gravitational pull2
    • Enzymes as Locks and Keys: Enzymes, which facilitate biochemical reactions, can be hard to visualize. However, by likening them to locks and their substrates as keys, students can grasp how only the right key (substrate) fits into a lock (enzyme) to unlock (or catalyze) a reaction3
    • Particle Physics Quest for the Hidden Particle: This is a Zoom or in-classroom interactive adventure that teachers can run for ages 8-10 that explores particle physics within an exciting mystery.

Note: Metaphors (as well as Games and Stories) are NOT going to hold up under deeper scrutiny and certainly won’t be applicable as you get into more details of how the science works.  It’s also important to know that they can be misused to spread false information if there are not transparent and regular reminders that the content is simplified and not to be taken out of context or mistaken for deeper knowledge. 

 

2. Engaging with Games

Games provide hands-on experience, allowing kids to learn by doing3. For example, introducing the concept of physics through marble races can explore ideas related to motion, energy, and force. Games also offer immediate feedback, which is vital for learning. If a child makes a mistake, they can understand what went wrong right away and try again, which leads to better retention of the concept. Educational games can be tailored to include cultural elements (like stories, below) that make the scientific content more relatable to diverse audiences, breaking down barriers that might discourage some children from taking an interest in science. 

Creating interactive adventures like EduLARPs which utilize autonomy and a sense of progress can motivate learners to do their own investigation outside of the formal learning environment in order to excel at the game. Such tangible experiences are not only exciting and engaging, they can assist with understanding of higher level concepts and inspire more curiosity on the topic.

 

3. Narrating Through Stories

Stories captivate minds of all ages. By weaving scientific concepts into tales, children can grasp ideas within a context they understand. Take the water cycle, for example. Narrating it as a journey of a water droplet traveling from a river to the sky and back again not only simplifies the process but also makes it memorable. Just like games, cultural elements or references can make the subject more interesting as well as applicable to the students. Exploring the stories of scientists who are people of color or who had a disability can reach kids who have that same lived experience in a way that other stories might not. 

 

When stories are combined with games as well as cultural references, you have a powerful triumvirate for learning. You can reach the students by engaging their own interests and meeting them where they are in their preferred learning style. If you add a debrief at the end of the game, story, or metaphor exploration, you will dramatically improve the learning objectives. And when this happens, motivation takes over for learning science concepts that can be far beyond what is considered “grade level”. The outcome can be inspiring kids to see themselves as scientists, not just now, but in the future as a career path. 

 

Footnotes

1. Gopnik, A., Meltzoff, A. N., & Kuhl, P. K. (1999). The scientist in the crib: Minds, brains, and how children learn. William Morrow & Co.

2. Zosh, J. M., Hirsh-Pasek, K., & Golinkoff, R. M. (2015). O the places we will go: The benefits of immersive storytelling for the development of children’s scientific thinking. Frontiers in psychology, 6, 634.

3. Hassinger-Das, B., Toub, T. S., Hirsh-Pasek, K., & Golinkoff, R. M. (2017). A matter of principle: Applying language science to the classroom and beyond. Translational issues in psychological science, 3(1), 5.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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October 18 at 10am EDT on Zoom

(16:00 GMT+2 in Geneva, Switzerland)

THIS EVENT HAS RUN.

CHECK OUT THE FREE PHANTOM PHYSICS COURSE ON HOW TO RUN THIS IN YOUR CLASSROOM.

We hope you will join us next year during STEM Week!


Join us for an exciting online adventure:
Quantum Manor is a grand, mysterious mansion where Dr. Anna Lysis Quark, a renowned particle physicist, once lived. Rumor has it that she discovered a ‘hidden particle’ that could answer unsolved mysteries of the universe, but it vanished with her. Participants need to take on the role of scientists to unlock clues that teach basic physics knowledge while revealing the location of the particle. This is a Zoom-based interactive adventure for ages 8-10 that runs 30 minutes.
This is a free an online event funded by Mass STEM Week for ages 8-10


How it works:

Screenshot of kids and teacher on zoom STEM adventure

  1. Register below by October 17th.  There are limited spots so be sure to register ASAP.
  2. Teachers: You may register as a student and project the screen on your board (in presentation mode), then allow your class to vote on their next move. In this case, we will not need all of your students to register, just you.
  3. Students: You will be emailed instructions with the Zoom link. Teachers only: If Zoom is unavailable to your school, let us know what conference platform you can use.
  4. Make sure to have your name display on Zoom be the same as your registered Student name or you may not be admitted to the event.
  5. You should have some comfort in navigating Zoom reactions and turning on and off your mic. Parents can assist if a student is struggling with the controls.
  6. If you are more than 5 minutes late, you may not be accepted into the event as the game will begin promptly.
  7. You do not need to know any physics in order to participate
  8. If we have a teacher register an entire class as a presentation, we will attempt to find a date/time for your class only.


If you have questions  contact us via our website. Are you an educator?  Fee free to share this page so parents can register their students in your class if they are attending individually instead of in presentation mode.
In order to participate, please fill out the form below no later than Tuesday, October 17th.  There are limited spots available on each day so please register soon.


This game was developed through a Massachusetts STEM Week grant from the Northeast STEM Network and with materials and permission from CERN.


  • Zoom links will be sent using this information.
  • Is this registration for a single student or an entire class?
  • Let us know if you have any questions or additional information to add.


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Live Action Role Play (LARP) provides an engaging and interactive platform that allows participants to immerse in a narrative world and experience stories firsthand. When you integrate STEM (Science, Technology, Engineering, Mathematics) elements it becomes an EduLARP. This lets you not only offer educational opportunities but also add depth and complexity to your story. 

Here’s a step-by-step guide on how to seamlessly incorporate STEM into your EduLARP, amplifying the narrative through scientific intrigue. If you are using our free Universal Game System Lite, we have provided you with examples for each of the themes covered in that LARP system:

1. How will STEM fit into your Story?

Determine how STEM will fit into your story’s universe. Whether it’s a post-apocalyptic world that relies on renewable energy or a medieval setting with rudimentary machines, ensure the science serves the story. 

    • Zombies: Discover the formula to reverse the zombie condition.
    • Medieval Fantasy: Alchemists use techniques to transform elements.
    • Superhero: Science holds the key to amplifying or understanding powers.
    • Space: Exploration is driven by new scientific breakthroughs.
    • Spy: Technology is pivotal for deciphering critical information.
    • Nature Protectors: Science aids in conservation and understanding ecosystems.

2. Which STEM concepts do you want to explore?

Then start identifying the STEM concepts that you want to incorporate into your LARP according to the theme. For example, if you want to focus on engineering, you can use puzzles that require players to create machines or structures. If you want to add math, use puzzles that require players to solve equations or calculate probabilities. This can encourage your players to use their problem-solving skills and also show how to apply STEM concepts in problem solving.

    • Zombies: Delve into biology and viral studies.
    • Medieval: Explore simple mechanics and alchemy.
    • Superhero: Dive into physics and genetic mutations.
    • Space: Astronomy and advanced propulsion systems are key.
    • Spy: The art of cryptography and decoding is paramount.
    • Nature Protectors: Understand ecology and conservation.

3. What kind of STEM vocabulary can you introduce?

To make your LARP more educational, introduce STEM-related vocabulary that players can use to describe the concepts that they are working with. This can include terms like “engineering,” “physics,” or “programming.” By using these terms, players can begin to understand the underlying concepts behind the challenges they are presented with.

    • Zombies: Terms like “antidote”, “contagion”, and “mutation”.
    • Medieval: “Leverage”, “fulcrum”, and “transmutation”.
    • Superhero: “Kinetics”, “mutation”, and “acceleration”.
    • Space: “Orbit”, “gravity well”, and “spectrometry”.
    • Spy: “Cipher”, “algorithm”, and “encryption”.
    • Nature Protectors: “Biodiversity”, “conservation”, and “habitat”.

4. What kinds of props will elevate the experience?

Invest in quality props that simulate real-world STEM equipment. This could range from lab equipment for experiments to simple pulley systems. Authenticity can greatly enhance immersion.

    • Zombies: Microscope slides with “infected blood.”
    • Medieval: Mock alchemical instruments.
    • Superhero: Gadget blueprints.
    • Space: Telescope or star charts.
    • Spy: Cipher wheels.
    • Nature Protectors: Sample collection kits.

5. What puzzles will drive the Narrative?

One way to integrate STEM into your LARP is to create challenges that require players to apply the STEM concepts you introduce to solve problems in a way that the solution pertains to the story. This not only adds a new level of excitement to the game, but it also makes the challenges more exciting by propelling the player through the story.

    • Zombies: Discovering the right biological compound for a cure.
    • Medieval: Crafting a pulley system to draw water during a drought.
    • Superhero: Constructing a gadget harnessing sound waves.
    • Space: Navigating the cosmos using star maps.
    • Spy: Decoding an encrypted message using mathematical sequences.
    • Nature Protectors: Identifying species through DNA analysis.

6. How to deliver the educational concepts?

Whenever players encounter a STEM element, provide a brief educational background. This can be done through NPCs (Non-Player Characters) who are experts in the field or through in-game texts.

    • Zombies: An NPC describes virus transmission.
    • Medieval: An elder explains gear mechanisms.
    • Superhero: A scientist NPC elucidates sound wave principles.
    • Space: An astronaut NPC teaches about constellations.
    • Spy: A mentor figure introduces encryption methods.
    • Nature Protectors: A biologist NPC talks about local flora and fauna.

7. How to allow for Trial and Error?

Real-world STEM often involves hypothesis testing and iteration. Design your challenges in a way that encourages players to think critically, try different solutions, and learn from their mistakes. So plan in enough time during the challenges for failure and new attempts.

    • Zombies: Test various compounds before finding the cure.
    • Medieval: Iterate on pulley design.
    • Superhero: Refine gadget functionalities.
    • Space: Correcting navigation errors.
    • Spy: Testing different decryption keys.
    • Nature Protectors: Hypothesize on the best habitats for species.

8. Where can you incorporate Collaborative Learning?

Easy: Design STEM challenges that require collaboration. For example, a complex machine might need multiple players to operate different parts in sequence. This promotes teamwork and reinforces the idea that many scientific endeavors are collaborative in nature.

    • Zombies: Collaborate to “synthesize” a cure.
    • Medieval: Working together to operate a trebuchet.
    • Superhero: Team up to calibrate a “power enhancer.”
    • Space: Group navigation through a cosmic “minefield.”
    • Spy: Assemble pieces of a deciphered message.
    • Nature Protectors: Collaboratively conduct a “species count.”

9. What’s next?  Seek Feedback and Iterate

After your LARP event, gather feedback from participants on the STEM elements as well as the story and interactions. Understand what worked, what didn’t, and what areas can be improved. Use this feedback to refine your approach in subsequent events.

    • Zombies: Which scientific aspects intensified the survival feeling?
    • Medieval: Were the mechanical tasks engaging and educational?
    • Superhero: Which gadgets seemed most plausible?
    • Space: Was the navigation challenge too easy or hard?
    • Spy: Was the code-breaking sequence intuitive?
    • Nature Protectors: Did the environmental science tasks feel impactful?

The above gives you a starting point for integrating STEM into your LARP.  But remember above all… make your adventure fun and engaging. Incorporate creative storytelling and believable characters that players can interact with, as well as exciting challenges. This is how your players are more likely to want to continue playing and learn more about STEM concepts.

 


 

Guardian Adventures provides consulting and a free LARP for afterschool programs, summer campsamusement & attraction industries, and more.


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EduLARP, or educational live-action role-playing (LARP) brings an innovative and engaging approach to learning that has been adopted by educators and summer camps worldwide and is growing in popularity. It provides an immersive, hands-on learning experience that can be applied to various academic subjects, including science, technology, engineering, and mathematics (STEM). 

STEM-focused EduLARP scenarios involve students or campers taking on fictional roles that require the application of STEM skills and knowledge. This approach engages participants in a fun and interactive way while allowing them to develop a better understanding of STEM subjects. 

Here is a list of different EduLARP scenarios that can you can use to teach STEM in your classroom or summer camp:

  1. Scientific Lab: In this scenario, participants become scientists working in a lab to conduct experiments and solve problems. The role-playing game could involve creating a specific solution, identifying a scientific challenge, and coming up with a creative solution. The game can also teach scientific methodologies, hypothesis development, data analysis, and problem-solving skills.
  2. Engineering Challenge: Students can be tasked by a fictional city to design and construct a prototype that meets specific criteria for solving a problem – either real or made up. The challenge should require them to use their critical thinking and problem-solving skills to design a solution within the given constraints and resources. Examples include waste water collection, moving a building, or even designing a public transportation system.
  3. Coding Adventure: Campers take on roles such as software engineers or hackers, and work together to solve a particular problem using programming languages. One idea is that they must protect a network or system from a cyber attack. This can also teach participants about cybersecurity and ethical hacking.
  4. Environmental Investigation: Create a news story that requires the participants to uncover an environmental problem and its source. This can teach the impact of human activities on the environment as well as biodiversity, the effects of climate change, and conservation efforts.
  5. Crime Scene Investigation (CSI): In this scenario, students or campers act as detectives and solve a crime by using scientific methods such as fingerprint analysis, DNA testing, and forensic science. Introduce the scenario by setting up a crime scene and providing participants with evidence to analyze and enough resources to solve the mystery.
  6. Space Mission: For this challenge, participants act as astronauts on a space mission and must solve various problems that arise related to physics, astronomy, and engineering. Conduct this scenario by creating a simulated spacecraft (which can be as simple as an image projected on the wall) and providing participants with challenges to overcome.
  7. Medical Emergency: Students act as medical professionals and must diagnose and treat a patient based on their symptoms. This can be based in an actual or fictional case.  Set up involves providing participants with a patient case study and equipment to use.
  8. Environmental Disaster: In this scenario, participants act as environmental scientists and engineers and must respond to a disaster such as an oil spill or natural disaster. Create a simulated disaster with either images or props and provide participants with tools to clean up and prevent further damage.
  9. Build a Bridge: For this challenge, participants act as engineers trying to get to an important destination by a specific date and must design and build a bridge using limited resources. The scene should provide materials and a set of requirements that the bridge must meet.
  10. Renewable Energy: In this scenario, participants act as energy engineers after a natural disaster and must design and build a renewable energy source such as a wind turbine or solar panel for local villages. Start by providing information about the area (by which they will determine the best approach) as well as materials and resources to build their energy source.
  11. Robot Challenge: Participants take on the role of robotic engineers and must design and program a robot to complete a specific task in space or in a hazardous environment. The scene should require a set of tasks to accomplish and provide resources to build the robot.
  12. Business Simulation: As business owners or entrepreneurs, the campers or students must manage a fictional business using math, finance, and economics. The simulation should provide a set of business parameters and challenges. Optional: Combine this with other scenarios listed here and the business the participants create has to solve the other challenge.
  13. Genetics and Evolution: In this scenario, participants act as geneticists and must solve a problem such as determining the origin of a species (perhaps Zombies?) or solving a medical mystery (a pandemic?). Set this scenario by providing participants with the background story, a set of genetic data to analyze, and a problem to solve.
  14. General Mystery: Another option is to provide a story that requires an array of challenges that require different types of problem solving without one primary focus. This can require students or participants to draw on a wider range of knowledge and skills and include topics outside of STEM like history or literature.

EduLARP offers an exciting approach to teaching STEM subjects, providing participants with the opportunity to apply their knowledge and skills in practical scenarios, which develops a better understanding of the subjects. This approach is also beneficial for improving student engagement, retention, and collaboration skills. 

Teachers or camp counselors who need assistance in designing and running EduLARPs can refer to our comprehensive LARP blog which goes into more detail about the process. Try an EduLARP at your location and watch the deep learning happen.

 


Guardian Adventures provide consulting and licensing of educational adventures, including a free LARP and cultural programs, for summer camps, amusement & attraction industries, and more.


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Transfer is the ability to apply what was learned to new situations – especially situations outside of the formal learning environment. 

We’ve all seen it: A student or employee who has been taught a specific lesson or skill but when the teaching or training ends, they seem to either forget what they learned or fail to understand how to apply what they now know.  In the field of education, this is referred to as a failure to transfer knowledge.

Debriefing is an essential aspect of learning that involves reflecting on experiences, thoughts, and feelings after a lesson or training session, or even a specific event. In both the classroom and the workplace, debriefing can improve lesson transfer. Transfer is considered the pinnacle of all education because without it, the learning will only be applicable in the exact environment in which it occurred.  

Here are some techniques that can be used for debriefing to improve transfer:

  1. Reflection

    Reflecting on a lesson involves thinking about and also discussing what was learned and how it can be applied in the future or in different environments. In the classroom, this can be done through writing assignments, group discussions, or individual reflection. In the workplace, this can be done through post-project evaluations, team meetings, or individual reflection.1

  2. Review

    Reviewing key points through a slightly different lens helps to reinforce what was learned and identifies areas that need further improvement. Summing up the key points of the training or lesson is good – but even better if the summation comes from the learners instead of the trainer. In the classroom and the workplace, this can be done through having the learner reframe and review the lesson by using analogies and metaphors.2

  3. Discussion

    Discussing challenges and successes as it pertains to the topic being learned helps to identify personal areas of strength and weakness, and can help learners formulate solutions to any residual problems. In the classroom, this can be done through group discussions, writing assignments, or individual reflection. In the workplace, this can be done through team meetings, break out groups, and even online forums.3

  4. Identification

    Identifying transferable skills helps the learner see the big picture and how what was learned can be applied in other situations – especially through the lens of what matters to the learner. When applying the learner’s perspective of why the content matters, the learner creates a sense of ownership over the information. In the classroom and in the workplace, this can be done through group discussions, individual reflection, or follow up tasks associated with both the lesson and the interest of the learner.4

Debriefing can have a significant impact on lesson transfer and can help individuals not only understand, but also retain what was learned for a longer period. Through the use of these techniques at the end of a class or training session, you will an improvement in how your students or employees use their newfound knowledge beyond the learning environment.

 

References:

  1. Boud, D., Keogh, R., & Walker, D. (1985). Reflection: Turning experience into learning. Kogan Page Publishers.
  2. Stenger, M. (2017). 10 Ways to Improve Transfer of Learning. OpenColleges.edu.au
  3. Moon, J. A. (2004). A handbook of reflective and experiential learning: Theory and practice. Routledge.
  4. Schön, D. A. (1983). The reflective practitioner: How professionals think in action. Basic books.

 

Guardian Adventures provide consulting and licensing of educational adventures, including a free LARP and cultural programs, for summer campsamusement & attraction industries, and more.


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LARP, or live action role play, can be a tool (or perhaps a better term is “vehicle”) in education that involves students role-playing various characters or scenarios in order to learn and understand new concepts. Educational LARPs are also known as EduLARPs.

Subjects for study can vary from SEL (Social-Emotional Learning) to academics like STEM (Science, Technology, Engineering, and Math).  Which learning concepts the teacher wants to explore can determine the best story for the experience (what we call “Adventure” or “Module”).

LARP can be effective in teaching for a variety of reasons:

  1. LARP promotes active learning: LARP requires students to actively participate in the learning process, rather than simply listening to lectures or reading materials. This can make learning more engaging and interactive, and can help students to better retain and understand the information being presented. As well, if time for active reflection is provided after the adventure, LARP can improve transfer of this knowledge into both the academic setting as well as their personal lives.
  2. LARP encourages critical thinking: LARP can encourage students to think critically about the information being presented, as they must consider the perspectives and motivations of different characters and make decisions based on that information. This can help students to develop their critical thinking skills. It can also make room for “in-game” (during the adventure) consequences which shows why the critical thinking skills are important.
  3. LARP can be inclusive: LARP can be inclusive and culturally sensitive, as it allows students to bring their own experiences and perspectives to the role-playing scenarios. Allowing a student to bring their full, authentic self into the learning environment can improve their sense of belonging and therefore motivation. As well, by using scenarios from a variety of cultures and viewpoints, teachers can create a more diverse and inclusive learning environment.
  4. LARP can be adaptable: LARP is flexible and can be adapted to a variety of different subjects and age levels. Teachers can use LARP to teach a wide range of concepts, from language and literature to STEM and history by making the successful outcome of an adventure dependent upon this knowledge. LARP can also be useful in Informal Learning environments where participants want an immersive learning experience.
  5. LARP can teach SEL: LARP can provide a safe environment for participants to exercise positive social behaviors and relationships with their peers and adults. The safety to explore and decide which directions they want to take their character encourages students to bring those decisions to their lives. They build their own sense of moral, purpose, self-awareness and confidence which leads to decreased emotional distress, reduced risk-taking behavior, improved test scores, grades and attendance.
  6. LARP can be entertaining: LARP can be a fun and enjoyable way to learn, which can help to create a positive and welcoming classroom environment. 
  7. LARP can teach Improv:  Improvisational skills are vital in both the workplace and personal life. If the adventure is getting boring, a teacher can use improv to adjust the interactions and make the story more exciting.

LARP can be a challenge to use in educational settings if the students or teacher are confused by the “game” aspect of the adventure.  This can best be addressed by creating a simplified LARP system that can be easily and quickly understood. Other venues, like summer camps, can have time to explore a more complete LARP system that can be profoundly immersive.

And yet, LARP can be a powerful and effective tool for engaging and educating students. By using LARP in the classroom, teachers can create a more dynamic, interactive, and inclusive learning environment, and help students to better understand and remember important concepts.

 


About:  Guardian Adventures provides free and licensed educational games, adventures, and LARP systems for summer camps, schools, and recreation organizations.


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