Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Exploring Global and Social Issues Through Online Games

Participate and share

Participate and share : Poster

Sunday, June 23, 7:00–8:30 pm
Location: Posters: Level 4, Terrace Ballroom Lobby, Table 1

Michael Furdyk  
See how learning about important global and social issues can be fun by playing some of TakingITGlobal’s interactive online games — and dozens of others researched and produced by leading nonprofits around the world.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices not needed
Participant accounts, software and other materials:
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: PK-12
Subject area: STEM/STEAM, Science
ISTE Standards: For Students:
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
For Educators:
  • Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.

Proposal summary

Purpose & objective

The participants will have fun learning about important global and social issues while playing some of these online games:
- Ayiti: The Cost of Life - In this role-playing game, the player assumes the roles of family members living in rural Haiti. Over the course of the game, the player must choose among and balance goals such as achieving education, making money, staying healthy, and maintaining happiness, while encountering unexpected challenges.
- Geography Genius: Flags of the World - Designed to test and improve students' knowledge of countries' flags and geographies while sharing fun facts and statistics!
- Butt Out: Tobacco Trivia - Designed to help students learn about the health, economic, and social impacts of the global tobacco industry.
- MDG Matters: Get the 8 Straight - Designed to help students learn more about the Millennium Development Goals and international development issues.
- GRUB: Food Bytes - Designed for those who hunger for information about food choices and food systems.
- The Orange Revolution Game - A role-playing game designed to teach about democracy and good governance through a case study of the Orange Revolution that took place in Ukraine from 2004 to 2005.
- Mind Match - A matching card game featuring mental health trivia designed to help students learn about brain science, the issue of stigma, and specific mental illnesses.
- Brain Waves - Mental health trivia questions are shared in a game-show style to help students learn more about a range of mental health topics and issues and talk more openly and confidently about them.

Supporting research

Apple. (2008). Challenge Based Learning: Take action and make a difference.
Furdyk, M. (2012). “Informal Learning for a Better World” (blog post, Getting Smart):
Davis, V. and Lindsday, J. (2011) Flattening Classroom, Engaging Minds: Move to Global Collaboration One Step at a Time (TakingITGlobal featured, Chapter 10).
Dhingra, R. (2012). Can Technology Change Education? Yes! TEDxBend.
Gatto, K., Hassan, S., and Walraven, K. (2012). The TIGed Program: A Model for Taking Classrooms Global. Classroom 2.0 Book Project:
Geer, R., and Sweeny, T. (2012). Students’ Voices About Learning With Technology. Journal of Social Sciences 8(2).
Harth, Chris. Going Glocal: Adaptive Education for Local and Global Citizenship
Independent School Journal, National Association of Independent Schools. Fall 2010. pp. 69-73
ISTE NETS for Teachers:
Klein, J.D. (2012). Taking Your Schoolhouse Global. NSSSA The Leader, 26(1).
Klein, J.D. (2012) Fostering Global Grit. Independent School, Summer(2012).
Klein, J.D. (2011) Giving the World a Face: The Humanizing of Global Education. NSSSA The Leader, Spring(2011).
Klein, J.D. (2012). Taking Your Schoolhouse Global: The Role of Professional Development in Shifting School Culture. Classroom 2.0 Book Project:
O’Hanlon, C. (2007). If you can't beat 'em, join 'em. THE Journal: Transforming Education Through Technology
Salcito, A. (February, 2012). Daily Edventures, featuring TakingITGlobal co-founder, Michael Furdyk:
TakingITGlobal. (2007). Making The Connection: Best Practices in Global Education and Collaborative Technologies:
The Teacher’s Blog. (February, 2009). The World Is Flat: TakingITGlobal:

More [+]


Michael Furdyk, TakingITGlobal

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