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Teaching Philosophy

How I teach, what I teach, and why I think D&D counts as education.

Current Teaching (2022-Present)

Since 2022, I've taught at Leaves of Learning, a K-12 school in Cincinnati. My courses mix conversation with building stuff. I use games — D&D, Minecraft — as sneaky vehicles for systems thinking, and I weave in AI literacy because my students are going to live in a world full of it.

Digital Worlds

Seminar + Studio (Ages 12-14)

Computing history, cyber-fiction analysis, web development, AI ethics. Projects include Computing & Me website, Vibe-Coded Micro-App, and Museum of Computing in Minecraft.

Technical Theater

Project-based (All ages)

Lighting (DMX programming), sound (PA systems, mixer routing), scenic construction, stage management. Productions: Finding Nemo Jr., The Addams Family, The Little Mermaid.

Out of the Abyss (D&D)

Two concurrent sections

Systems thinking, collaborative storytelling, ethical decision-making. Low-stakes learning through meaningful failure.

Buildin' Stuff DIY

Hands-on (All ages)

Engineering design process, technical drawing, structural engineering, materials science. Signature project: Sturdy Paper Table.

Electronic Arts Lab

Digital progression (All ages)

Software progression: Audacity, Canva, Affinity Photo/Designer, Procreate, Figma, DaVinci Resolve, and Blender.

Additional courses: Robotics, Artificial Intelligence, Minecraft EDU, Take Apart Lab

Summer Programs

D&D Art Camp 2025

Combining tabletop role-playing with visual arts creation.

Minecraft Camp - 7 Hills Grades 5-8

Resource management, collaborative building, creative problem-solving.

Intro to D&D Camp - 7 Hills Grades 2-6

Character creation, mechanics, collaborative storytelling.

IT Management (2021-Present)

Alongside teaching, I manage school technology infrastructure—a role that informs my teaching by keeping me current with practical technology challenges.

  • Alma SIS administration and Google Classroom integration
  • Teacher professional development and technology training
  • Student account lifecycle management (40+ new students/year)
  • Network infrastructure (Meraki cameras, printer fleet)
  • Registration system development (TypeScript/Angular, Nest.js, PostgreSQL)

Systems managed: Alma, Google Workspace, Meraki, FinalForms, Sawyer, Stripe

Core Principles

"My job is to make myself unnecessary."

Most tech education teaches people to follow tutorials. I want students who can improvise — who understand the principles well enough to figure out the next problem on their own, even when there isn't a YouTube video for it.

  • If it's boring, it's not working
  • Technology matters because students will live in a world shaped by it
  • Hands-on beats theoretical every time
  • The goal is students who can figure things out without me
  • Curiosity is more important than compliance

Student Affirmation

"Truly, the most important thing a teacher can do is to affirm a student, let them know that they have value, that their ideas and thoughts have value."

— Rick Sowash influence

  • Notice intelligence in all its forms
  • Voice amazement at insights and capabilities
  • Use gentle humor to make affirmation natural
  • Understand that external affirmation shapes lives

Games as Educational Technology

"We want to put the world in order and we can't, puzzles provide a feeling of doing that"

Games make rules fun

Rules become part of the fun, not the enemy of it

Learning requires failure

And that's okay — low stakes create space for growth

Playing together teaches about each other

Playing together teaches you things about each other that talking never will

We can change the rules

Agency over systems, not just within them

Simple rules create great complexity

Simple rules, wild outcomes — that's systems thinking in disguise

D&D as Pedagogy

I run tabletop RPG campaigns as a teaching tool. The game master acts as a systems designer rather than a storyteller — creating conditions for meaningful stories to emerge from player choices. Player agency over narrative control, consequences over railroads, improvisation within structure. It reflects the same values as my installation work: designing constraints, establishing rules, then stepping back to let participants generate meaning through interaction.

Process Over Product

I emphasize the journey of creation over the final artifact. A "failed" project that taught valuable lessons is more successful than a polished piece that emerged from rote repetition. That takes the pressure off and lets students actually try weird stuff.

  • Documenting process as rigorously as outcomes
  • Celebrating productive failures and unexpected discoveries
  • Iterative development over perfectionism
  • Peer collaboration and knowledge sharing

Creative Autonomy

The goal is students who don't need me — who can identify problems, research solutions, and execute independently. That means stepping back, letting them struggle a bit, and not jumping in with answers the second things get hard.

Classroom Examples & Resources

These sample artifacts show how projects are structured in practice. They are lightweight templates intended for adaptation by other educators.

Workshops & Presentations

Conference Presentation

Games and Systems Thinking — Chautauqua Week 2023

Five principles of games in education: games making systems dynamics sensible through play, low-stakes learning through meaningful failure, emergent complexity arising from simple rules.

Workshops Conducted

Drywall Drums/Food Coloring Synth Family Festival, CAC 2017
Improvised Music and Movement Thursday Art Play, CAC 2016
Color Tracking Postcards C-YA Meeting, CAC 2016
Myopia Piano Family Festival: Sound Sculptures CAC 2016
Mark Mothersbaugh - Music & Mirrors Home School Wednesdays, CAC 2015
Radiate Makerspace: Light the Night CAC 2015
Arduino: Building Simple Synthesizers Cincinnati Public Library Makerspace 2015

Historical Courses (2022-2024)

AI & Digital Worlds 2023-24 | Ages 15+

34-week comprehensive AI literacy course integrating Isaac Asimov's 'I, Robot' with hands-on technical exploration. Topics: foundations of AI, Three Laws of Robotics, machine learning with Scratch, NLP basics, AI ethics and bias, future of work.

Digital Worlds (Earlier Iteration) 2023-24 | Ages Various

Digital literacy fundamentals, creative technology including audio editing and AI image generation, communication tools, and emerging tech exploration. Projects: Digital Portfolio, Digital Time Capsule.

Digital Music and Sound Design 2023-24 | Ages 13+

DAW software, basic music theory, sound synthesis, audio editing, recording and production techniques, sound effects for media projects.

Dungeons & Dragons 2022-24 | Ages 13+

Deeper campaign engagement, complex character development, advanced narrative problem-solving.

Minecraft EDU 2022-24 | Ages 10-14+

Cross-curricular learning through virtual world-building: science, math, computer science, history, art, digital citizenship.

Take Apart Lab 2022-23 | Ages Various

Understanding inner workings of electronics and mechanical objects through hands-on disassembly and analysis.

Robotics 2022-23 | Ages Various

Hands-on robotics exploration, later integrated into AI & Digital Worlds curriculum.