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Play to Learn! Coming Together to Learn and Act on the SDGs

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 1

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Presenters

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STEAM Educator
Hudson Montessori School
@home
@chirpletmv
Michelle is a Nationally STEM certified, STEAM educator and curriculum coordinator at Hudson Montessori. She is passionate about providing students with interdisciplinary and integrated STEM/ STEAM learning experiences. One of the focuses of her work is introducing young students to Computational thinking Strategies using unplugged activities. She recently completed the ISTE-GM Artificial Intelligence Explorations in K-12 School Environments program course.
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Middle School Director
Hudson Montessori School
@drgracesan
Dr Grace Sanvictores is a certified K-8 education teacher in NJ. She holds a Master’s degree in Supervision and Administration in Education, a National STEM certified teacher, and is a doctoral graduate of Saint Peter’s University. She is the Middle School director and co-lead STEM educator at the first nationally STEM Certified campus in New Jersey, a certified National Geographic Educator, and a Captain for the NJGEG. Dr. Grace Sanvictores has presented at the New Jersey Science Convention on the integration of Biochemistry for Kids and at the New Jersey Montessori Association Convention, as well at ISTE.
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Hudson Montessori School
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Hudson Montessori School
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Hudson Montessori School

Session description

The Sustainable Development Goals (SDG) are a vital part of today's classroom and are important in creating a more empathetic society. Using games can be a useful tool to demonstrate cause and effect, create awareness and inspire student advocacy. We'll share games collaboratively created by students.

Purpose & objective

The Sustainable Development Goals are a vital part of today's classroom and are important in creating a more empathetic society. As students learn about the SDG's, they gain knowledge of the challenges we face as a global community, and how people around the world are working to solve the various issues we face.

Using games can be one way of demonstrating cause and effect, creating awareness and inspiring student advocacy.

In this presentation and poster we would like to share some games students created to spread awareness and some games collaboratively created together with students and teachers. Besides creating an awareness on the SDG's and world issues this game based learning approach can also help hone in on Computational Thinking Skills.

Examples of games created
1) Eelopoly ( a spin on Monopoly which informs players of the modern day challenges Eels face as they migrate ) - SDG 14 Life Below water
2) Something fishy (a scratch game to inform and quiz players on native species in Hudson river ) - SDG 14 Life Below water
3) Needs, wants, Trade and Barter (inspired by the game of Catan students created their own version simulating different regions of the world and how different challenges such as wars and climate change can affect the our needs and what we have access to. - SDG 2,8,9,11,12,13
4) Birds of a feather ( a scratch based game that informs students of migration patterns, bird calls and how to identify different local birds) - SDG 15
5) What's your Carbon footprint? (python program to creating awareness on Global warming and how to reduce Carbon Foot print) SDG - 13

and more ... (some in development that will be complete in the upcoming months.)

Students have presented some of these projects at the Hudson River Data Jam organized by the Cary Institute and won awards in their category.

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Outline

Students will share the projects they created with the audience and explain their objectives and creative process. Participants will have the opportunity to play the games and ask questions.
Each game cam extend from 5 mins to an hour.

The teachers will share their lesson plan and the objectives and scaffolding strategies used to help facilitate the process.

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Supporting research

https://www.unicef.org/sites/default/files/2018-12/UNICEF-Lego-Foundation-Learning-through-Play.pdf

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.