Session Title

Revisiting Daventry or King’s Quest for Teaching Guests: A Pedagogical Video Game Workshop

Sponsoring Organization(s)

Medieval Electronic Multimedia Organization (MEMO)

Organizer Name

Carol L. Robinson

Organizer Affiliation

Kent State Univ.-Trumbull

Presider Name

Brent Addison Moberly

Presider Affiliation

Indiana Univ.-Bloomington

Paper Title 1

Participant

Presenter 1 Name

Kevin A. Moberly

Presenter 1 Affiliation

Old Dominion Univ.

Paper Title 2

Participant

Presenter 2 Name

Jessica Dambruch

Presenter 2 Affiliation

Old Dominion Univ.

Paper Title 3

Participant

Presenter 3 Name

Peter Byrne

Presenter 3 Affiliation

Kent State Univ.-Trumbull

Paper Title 4

Participant

Presenter 4 Name

John McLaughlin

Presenter 4 Affiliation

East Stroudsburg Univ.

Start Date

12-5-2016 1:30 PM

Session Location

Bernhard 208

Description

How might a video game, such as King's Quest, be of pedagogical use? This is a hands-on, interactive workshop that will model methods and approaches for teaching the medieval using titles from Roberta William's venerable King's Quest series. Participants will play and discuss various titles from the series critically. This workshop is intended to help participants formulate more general strategies for using games in the classroom as a means of engaging students in wider discussions of the middle ages and their ongoing appropriation in contemporary popular medievalism. No video game playing experience required.

Carol L. Robinson

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May 12th, 1:30 PM

Revisiting Daventry or King’s Quest for Teaching Guests: A Pedagogical Video Game Workshop

Bernhard 208

How might a video game, such as King's Quest, be of pedagogical use? This is a hands-on, interactive workshop that will model methods and approaches for teaching the medieval using titles from Roberta William's venerable King's Quest series. Participants will play and discuss various titles from the series critically. This workshop is intended to help participants formulate more general strategies for using games in the classroom as a means of engaging students in wider discussions of the middle ages and their ongoing appropriation in contemporary popular medievalism. No video game playing experience required.

Carol L. Robinson