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The purpose and objectives of the presentation is to:
- raise awareness of programs and initiatives that are available to integrate at a classroom or school level.
- foster an understanding of how teachers can go beyond the basic use of games, esports and XR in the classroom and challenge students to use these powerful tools to raise awareness and combat issues that are important to them.
- break down misconceptions about the use of these technologies in the classroom and help educators see new and innovative ways to integrate them.
1. Framing: Overview of using Games, Esports and Immersive Media in the classroom. (5 min)
2. Case study: Games for Change Student Challenge (5 min)
3. Case study: Teach SDGs (5min)
4. Case study: XR for Change (5 min)
5. Discussion: What are the benefits of bringing these technologies into the classroom (10 min)
6. Discussion: What are potential drawbacks/challenges of bringing these technologies into the classroom (10 min)
7. Discussion: How can a teacher start? (10 min)
Games for Change: www.gamesforchange.org
XR for Change, landscape review: https://www.gamesforchange.org/wp-content/uploads/2022/03/G4C_XR4C_2020_white_paper_Final.pdf
Games for Change Student Challenge: https://gamesforchange.org/studentchallenge/
Solidifying a Place for Esports in the Classroom: https://edtechmagazine.com/k12/article/2020/03/solidifying-place-esports-classroom
Book Review: Teach Boldly, EdTech for Social Good: http://www.edtechroundup.org/reviews/book-review-teach-boldly-using-edtech-for-social-good-by-jennifer-williams
Related exhibitors: | Games for Change |