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Girls Who Game: Agents for Community Change

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 5

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Presenters

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District Digital Learning Coach
Fayette County Public Schools
@afaulknerstem
@afaulknerstem
ISTE Certified Educator
Ashley Faulkner is a STEM Learning Coach from Lexington, Kentucky. In this role, she not only operates the district's STEM Bus serving all 40 Elementary schools, but also leads district-wide initiatives and trains teachers to implement STEM into their classrooms.
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Senior Education Strategist
Dell Technologies
@drlatham_K
Kendall is a life-long learner and committed educator focused on partnering with districts to optimize learning and growth for all. Her academic training and 20 years working in public education have provided a broad perspective of the demands challenging communities today. She is passionate about collaborating with district and state leaders to design equity-oriented structures that leverage digital resources to meet the needs of all stakeholders- students, educators, and the community. Kendall has a Ph.D. in Urban Education with a Literacy concentration from The University of North Carolina at Charlotte and a Master’s Degree in Reading Education from East Carolina University.

Session description

The future is female! Young leaders in Kentucky are getting a first-hand look into how STEM, gaming and global competencies can improve their community. In partnership with Dell, UK and local government, students used Minecraft to be an agent of change in designing Lexington’s future inclusive park.

Purpose & objective

The purpose of this presentation is to expose audience members to a forward thinking, girl-centric, STEM initiative that centers around building community and confidence. This session will demonstrate how harnessing your community resources can lead to a revolution within a school district and leave a lasting impact.

The objectives for this session include:
Participants will gain an understanding of Girls Who Game.
Participants will walk away with resources on how to implement this initiative within their own school/district, including instructional timelines, example world, and teacher resources.
Participants will gain an understanding of how design thinking and student inquiry can drive community impact.
Participants will learn how to tap into their community members to support project-based learning.

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Outline

What is Girls Who Game? (5 minutes)
-Dell explanation, research, and impact

Getting it going in your district: How did we recruit teachers and students? (5 minutes)

Fall 2022 Challenge Procedures: (30 minutes) Utilize devices to dive into resources
-Dive in to challenge
-Show the World Used
-Hear from Experts
-Teacher Champion Resources: Permission Slips, Rubrics, Slide Decks, and Flip Group

Community Involvement: (15 minutes)
-Harnessing the power of your local government, surrounding universities/colleges, experts in the field to develop a PBL experience
-Media Involvement

Celebration and Showcase: (5 minutes)
-If you can see it, you can be it
-Collaborate with other clubs
-Hear from Experts
-Campus Tour

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Supporting research

Dell Girls Who Game Overview: https://www.dell.com/en-us/dt/corporate/social-impact/transforming-lives/education/girls-who-game.htm#tab0=0

Girls Who Game in the Media: https://www.dell.com/en-us/dt/corporate/social-impact/transforming-lives/education/girls-who-game.htm#tab0=4

The STEM Gap: https://www.aauw.org/resources/research/the-stem-gap/

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Session specifications

Topic:
Project-, problem- & challenge-based learning
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Curriculum/district specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Google Chrome
Minecraft Education Edition (helpful but not required)
Flip
QR Code Reader
Subject area:
STEM/STEAM
ISTE Standards:
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Related exhibitors:
Microsoft Corporation