MORE EVENTS
Leadership
Exchange
Solutions
Summit
DigCit
Connect
Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

Technology for Good: Using Educational Technology to Drive Social Change

,
Pennsylvania Convention Center, 204C

Listen and learn: Panel
Streaming Session
Recorded Session
Save to My Favorites

Presenters

Photo
XR Production Manager
Games for Change
Photo
Executive Director
Cxmmunity
Julian Fitzgerald Robinson Co-Founder & Executive Director Gaming "Cxmmunity" Co. Highly dedicated, innovative, and goal-driven, Julian Fitzgerald Robinson is a spearheading nonprofit professional with a mission to cultivate underserved communities through workforce development infrastructures. As the CoFounder and Executive Director Julian seeks to leverage his platform to empower the next generation of technologist, leaders, creatives and educators.
Photo
Senior Director of G4C Learn
Games for Change
Leah Hirsch is the Senior Director of G4C Learn, supporting classrooms around the world to harness the power of games and play. In her two decades working in education, she has expertise in professional development, games and learning, design thinking, and project-based curriculum. She was Director of Professional Development at Math for America, a STEAM teacher leader in NYC public schools, and in 2009, she helped found Quest to Learn, a school which pioneered game-based learning. Leah earned a B.A. in American Studies from the UCSC and an M.A. in Science and Environmental Education from Brooklyn College.
Photo
Managing Director
Games for Change
@aranlee
@AranaShapiro
Arana joined G4C in 2019 and oversees the organization's day-to-day operations and provides strategic and programmatic support on all learning initiatives. As the former Executive Director of Institute of Play, Arana led strategy, development, and operations in addition to major initiatives concerning school design, leadership, and school-based partnerships. She was part of the founding team that opened IOP's flagship project, NYC public school, QQuest to Learn, and is co-author of Quest to Learn: Growing a School for Digital Kids. She has 20+ years of experience in education and nonprofit management as a teacher, educational technologist, curriculum developer, and organizational leader.
Photo
Executive Director
Take Action Global
@JenWilliamsEdu
@JenWilliamsEdu
Dr. Jennifer Williams has dedicated herself for 25 years to the field of education through her roles as an education activist, professor, school administrator, literacy specialist, and classroom teacher. As an educator and author of the ISTE book, Teach Boldly: Using Edtech for Social Good, she champions teachers to use educational technology purposefully for the planet and its people​. She is the co-founder of TeachSDGs and the non-profit organization Take Action Global. Connect with Jennifer on Twitter at @JenWilliamsEdu and at www.jenwilliamsedu.com.

Session description

This panel will discuss ways educational technology can be leveraged to help youth drive social change. Hear from leaders in the games and learning, esports and XR spaces about how different technologies are being integrated into educational settings to give youth the power to make real-world change.

Purpose & objective

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.

More [+]

Outline

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)

More [+]

Supporting research

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

More [+]

Session specifications

Topic:
Emergent technologies
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
STEM/STEAM
ISTE Standards:
For Students:
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Innovative Designer
  • Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
Related exhibitors:
Games for Change