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This panel at Games For Change 20011, OUTSIDE THE CLASSROOM: YOUTH DESIGNING GAMES, featured four case studies of afterschool games-design programs (GirlStart, Boys and Girls Clubs, MOUSE and Global Kids!) More at: http://www.olpglobalkids.org/2011/06/global_kids_at_games_for_chang_1.html
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Outside the Classroom: Kids Designing Games
SCIENCE TECHNOLOGY ENGINEERING MATH
GIRLSTART: WHAT WE DO
• STEM Education for girls (K-12, primarily 3rd-10th grade)
• Programs:
• Girlstart Summer Camp
• Girlstart After School
• Girls in STEM Conference
• Public STEM Education
• Teacher Professional Development
3
OPPORTUNITIES
• We have leveraged these extant resources to create something new:
• STEM Integration = Organizational Flexibility / Acumen
• Toolbox of Varied Game Development Resources
• Collaborations
• Corporate Support
4
CHALLENGES
• A toolbox of varied game dev resources demands more resources to support it
• Managing expectations
• Staff time investment in training
• Mutable external environment
5
TOOLSETS
• Agentsheets
• GameSalad
• Gamestar Mechanic
• Open source creative tools
• Tools that arise out of collaborations (eg NGCP, Austin Film Society, corporate)
• Other STEM tools and resources
6
EDUCATIONAL OBJECTIVES
• Creative problem solving
• Immersion in the complex and multifaceted work of game development
• Connect game development with STEM subjects, majors
• Connect game development to careers / esp women working in STEM
7
MOUSE Serious Game
Key Opportuni5es
• engagement
• web infrastructure
• organiza5onal partnerships
• curiosity of educators
Most Significant Challenges
• applying engagement to social issues
• designing for a minimally guided instruc5onal environment
• forma5ve assessment
Primary Toolsets
Objec5ves
• the mechanical and conceptual literacies of MAKING and DOING
• exposing the underbelly• design & systems thinking• affect the aMtudes of young geeks about
their role in change
Outside the Classroom: Kids Designing Games
NYC Haunts
Juan RubioGlobal Kids
Key topics
Key opportunities leveraged in developing and running the program
Challenges faced during implementation
Primary toolsets used and why they were chosen
What were the primary educational objectives?
NYC Haunts
Location-‐based game designed by middle school students from MS 391 in the Bronx
Partnership between Global Kids and The New York Public Library
Using the game location based platform SCVNGR and QR codes
Opportunities
Willingness and interest from students to work on game design
New York Public Library desire to collaborate in a digital media project
Key challenges faced during implementation
Technology challenges
Program challenges
Technology challenges
Firewall restrictions: access to websites and applications
Youtube, SCVNGR
Equipment availability
Care of equipment: student broke an iPad
Program challenges
Working outside the school system: student attendance, recruitment
Play testing: coordinate field trips
Maintaining line of communication while offsite
Ambitious Design
Incorporating student decisions as time afforded
Primary tool sets
Mobile technology: iPad 2’s
Game location based application: SCVNGR
QR Codes
Websites
Book
Primary Educational Objectives
Serious game design literacy
Increased technical proficiency and digital literacy
Community leadership skills
Increased knowledge of their neighborhood history
olp.globalkids.org
Global Kids Online Leadership Program
27
OpportunitySTEM Integration; existing toolbox, collaborations, and corporate support
Offered funds to advance their current use of technology.
Youth interest in game design; technical infrastructure; collaborations; educator interest
Offered funds; Youth interest in game design
Challenges Using a wide variety of game dev tools; managing youth expectations; training time
Part-time staff;High youth expectations for game design
Engaging youth in serious issues; designing for minimal instruction; formative assessment
Firewalls; care of equipment; public school limitations; ambitious design; balancing youth voices vs. schedule
Tech Tools Agentsheets, GameSalad, Gamestar Mechanic, and more Scratch
Mousesquad.org, Gamestar Mechanic, video, and more
iPad2, SVNGR, QR Codes, web site and books
Educational
ObjectivesCreative problem solving; Game design literacy; STEM skills and careers
STEM skills and careers
Building literacies of making and doing; understanding game design and field; design & systems thinking; geeks as change agents
Serious game design literacy; technical proficiency and digital literacy; leadership skills and community knowledge