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 sectionsSystems 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
Combining tabletop role-playing with visual arts creation.
Resource management, collaborative building, creative problem-solving.
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
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
Historical Courses (2022-2024)
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 literacy fundamentals, creative technology including audio editing and AI image generation, communication tools, and emerging tech exploration. Projects: Digital Portfolio, Digital Time Capsule.
DAW software, basic music theory, sound synthesis, audio editing, recording and production techniques, sound effects for media projects.
Deeper campaign engagement, complex character development, advanced narrative problem-solving.
Cross-curricular learning through virtual world-building: science, math, computer science, history, art, digital citizenship.
Understanding inner workings of electronics and mechanical objects through hands-on disassembly and analysis.
Hands-on robotics exploration, later integrated into AI & Digital Worlds curriculum.