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Gamify the family and consumer sciences classroom

How do we prepare today’s students to be the innovators of tomorrow?

Erno Rubik, inventor of the Rubik’s Cube, believes that schools need to change their focus from teaching answers to teaching questions. Leading students to “correct” answers limits potential for students to fully game-like elements to non-gaming environments. Games have always held an important place in human culture and society. Videogaming has seen huge growth since the 1970s. And, in recent years, tabletop gaming such as boardgames and roleplaying increased in popularity. Do you wonder why?

First, tabletop gaming creates an affinity space through shared storytelling, Affinity spaces bring learners together to share knowledge around a common interest and to act as apprentice to one another (Gee >amp; Hayes, 2011).

Second is the rise in participatory culture among people in the fast-paced, digital world. Participatory culture thrives on social connection, sharing and creating in constant exchange (Fuchs, 2014).

At the intersection of these two forces is the creation of a needs-satisfying environment, including support and learning. Basic Psychosocial Needs Theory states that humans need autonomy, competence, and relatedness. An increasing number of people find tabletop gaming to be a needs-satisfying, social learning experience. Through gaming players are motivated to connect to others, learn and grow.

How to select games

Bartle’s Taxonomy suggests that there are four types of players:

  • Achievers
  • Explorers
  • Socializers
  • Killers

Each type explains how players approach a game. As with learning styles, most individuals will display traits in more than one category. But it’s likely they will have a dominant trait or overall preference.

Achievers want to collect rewards in order to raise their status. Explorers focus on discovery. Socializers are drawn to games for fun and interaction with others. Killers are highly competitive. As a teacher, you will find all four types of players in the classroom. Just as you would differentiate a lesson plan to meet a variety of student needs, it’s important to also understand the gaming psychology of students. Select games that will appeal to students while also helping them apply course content and practice skills.

Explore FCS careers through gamification.

Family and consumer sciences (FCS) educators introduce students to careers in three primary career fields: hospitality >amp; food production, education >amp; human services, and visual arts >amp; design.

FCS educators should seek games that will help students develop employability skills.  Employers hire individuals who can apply knowledge, build and maintain effective relationships, and demonstrate workplace skills.

The tabletop games listed below encourage students to explore careers in FCS. They also help to create affinity spaces and develop a participatory culture that allows students to practice their social skills.

Hospitality >amp; food production

This career field includes “career pathways that promote food and nutrition, culinary arts, and hospitality.” Games can be used to practice and reinforce course content while also introducing careers in this field of study.

  • Trekking the World. Help your students explore the world without ever leaving the classroom. The objective of this game is to have the best vacation possible. See famous sights in continents all over the world.
  • Fold-it. Students race to fulfill food orders. Each player takes a cloth and must fold it to reveal only the foods presented on the order card. This would be a fun way for students to test their short order cook skills — memory, speed and efficiency.

Education >amp; human services

Possible careers in education and human services include, but are not limited to: teacher, counselor, consumer advocate, and social worker. Consider a game that might contribute to the student learning experience in this career field.

  • The Pursuit of Happiness. This game takes a lifespan perspective by allowing the player to guide a character from birth to career. Players get jobs, make financial decisions, and establish relationships. There are lots of choices to make and many ways to apply FCS course content.

Visual arts >amp; design

“The visual arts >amp; design career field attracts students to careers where they can blend skills in creativity, merchandising, science and technology to meet human needs in apparel, textiles and interiors.” The following games introduce students to careers in fashion and interior design.

  • Prêt-à-Porter. For students with a passion for fashion, this game gives them the opportunity to run their own clothing company. Players will need to be wise with their money as they hire employees and open new branches and outlets. Each quarter, the clothing companies have to present their best clothing collection at the competitive fashion show.
  • Floor Plan. The objective of this game is to design a dream home that will make your clients happy. Players roll dice to determine which floor plan features they will compete to design.

Games, used as a classroom activity, can open up a whole new world of learning for students. Games motivate students toward learning, helping them learn course content while also developing critical relationship skills. Through play, students prepare for careers by engaging in critical thinking and problem solving.

Nicole A. Graves, Ph.D., CFCS-HDFS, is an assistant professor in the Division of Education, Counseling and Human Development at South Dakota State University. She is a teacher educator for family >amp; consumer sciences and agricultural education. Email her.

Patrick Hales, Ph.D., is an assistant professor in the Division of Education, Counseling, and Human Development at South Dakota State University. He serves as the coordinator for the secondary education program. Email him.

ABSTRACT: Fashion Students Learn Direct 3D Printing on Fabric

3D printing is an additive manufacturing process that has found its way into makerspaces, home studios and classrooms. The process is used predominately for rapid prototyping and small-scale production of objects. 3D printing can also be used directly on fabrics to enhance the surface, dramatically change the appearance, or add a built-in feature.

Nylon tulle has been placed over the first layer of PLA and secured to the bed with binder clips.

Sustainable manufacturing

3D printing is considered a sustainable manufacturing approach. It entails only applying materials where needed and, unlike traditional fabric printing processes, does not require excessive amounts of water. Sustainability and innovation are two sometimes seemingly opposing initiatives in the apparel industry. “Introducing Fashion Students to Direct 3D Printing on Fabric” presents educational project approaches to direct printing on fabric using a Lulzbot Taz6 printer and both rigid (PLA) filament and flexible (Ninjaflex) filaments. This project was developed in a college-level exploratory Apparel Technology course, but could be easily adapted to a high school classroom.

Student project features multiple PLA elements on stretch mesh for use in a specific garment location.

(No students in the Apparel Technology course had prior experience with 3D modeling software or 3D printing.)

Lori Wahl is an instructor in apparel, textiles and design in the Margaret Ritchie School of Family and Consumer Sciences at the University of Idaho. She teaches courses in technology, product development and design. Prior to this, Wahl worked in the West Coast apparel industry for 19 years, employed by Nike, Adidas, Hanna Andersson and as a freelance designer.

ACTE members can read Wahl’s article, “Introducing Fashion Students to Direct 3D Printing on Fabric,” in the April 2019 issue of Techniques — Making the Case for Family and Consumer Sciences. Not a member? Join! ACTE is the largest national education association dedicated to the advancement of education that prepares youth and adults for successful careers.

iTeachU: Building Upon National and State CTE Teacher Recruitment Efforts

For more than two decades we have heard alarms, warning of the shortage of secondary teachers in content areas such as agriculture education and family and consumer sciences… In response, national initiatives emerged to address the need to recruit teachers into these career and technical education (CTE) fields. The National Association of Agricultural Educators (NAAE) (2018) began the Tagged to Teach Ag initiative in 2009 and turned a spotlight on the need to recruit and retain professionals in that space.

A Kansas-based campaign coined “Say Yes to FCS” was adopted in 2014 by the National Association of State Administrators of Family and Consumer Sciences (NASAFACS) (Randel >amp; Spavone, 2016). The American Association of Family and Consumer Sciences (AAFCS) hosts online resources to fill the FCS teacher pipeline. These campaigns and others have heightened an awareness of the need for teachers in these fields of CTE.

Statewide CTE Teacher Recruitment Efforts

Capitalizing on the buzz created by the national Tagged to Teach Ag and Say Yes to FCS campaigns, statewide recruitment efforts are underway to recruit the next generation of CTE teachers in South Dakota.

Each year, South Dakota FFA members who plan to attend South Dakota State University (SDSU) to major in agricultural education are invited to participate in the event, which mirrors an athletic signing. The student, their agriculture teacher and SDSU faculty sit at a table and sign a framed letter of intent to teach agriculture.

South Dakota has undertaken additional statewide efforts to recruit family and consumer sciences teachers… In addition to the traditional means of recruiting, SDSU implemented iTeachU in 2011. The one-day, annual event on campus is a joint effort between the agricultural education and FCSE faculty in the department of teaching, learning and leadership, and introduces participants to a career in teaching while simultaneously providing a glimpse into college life.

Associated faculty take on the logistical roles of organizing and planning the iTeachU program, while current SDSU students facilitate the event. This joint effort between faculty and students with diverse interests is purposeful. At SDSU, several of the core education courses are cross-listed between these disciplines, and many students, pursuing degrees to become agriculture and/or FCS teachers, will attend classes taught by both faculty throughout their time as students. These shared classroom experiences help students recognize the CTE connection that agriculture and FCS share.

ACTE members can read the full article, “iTeachU: Building Upon National and State CTE Teacher Recruitment Efforts,” in the November/December issue of Techniques today. Watch your mailboxes for the print edition to appear this week!

Not a member? Join! ACTE is the largest national education association dedicated to the advancement of education that prepares youth and adults for successful careers.

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