Game Industry & Educational Impact - Dungeons and Dragons (D&D) was invented in 1974 and by 2025, Time magazine claimed it changed the world [1] - D&D is a tabletop role-playing game using books and polyhedral dice, distinct from video games [1] - The game allows players to assume roles and character classes within a fantasy setting [1] - D&D is presented as a powerful educational and therapeutic tool [1] - The speaker has used D&D as an intervention tool, observing data soar in a Title I school club [10] - D&D is suggested to help children with ADD, autism, and reading disabilities by enhancing communication and social skills [12][13][14] - The speaker implemented D&D in a Title I school, pulling students for intervention three times a week for one hour [11] Personal Experience & Advocacy - The speaker's personal experience with D&D began at age 10 in 1989, highlighting its lasting impact [1] - The speaker emphasizes the importance of true friendship fostered through D&D [3][5] - The speaker uses D&D principles in teaching, such as differentiation, scaffolding, and student-centered learning [7][8] - Wizards of the Coast has supported the speaker's D&D initiatives with thousands of dollars worth of books over 12 years [26]
Dungeons and Dragons as Education and Intervention | Kade Wells | TEDxSioux Falls
TEDx Talksยท2025-06-25 14:59