Equals, Let's Make a Difference: Video Game Against Bullying and School Discrimination
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 25
Presenters






Session description
Purpose & objective
We want to share with the entire educational community attending the ISTE conference the experience of the students and the teacher in developing the video game, the relevance of the topic in question, the impact and reflection generated in children and young people playing and interacting with the situations raised.
It also provides tips and advice for developing video games on the Scratch free access platform and online tools for the creation of avatars and characters, as well as some examples of how to relate the 17 UN SDGs in the creation of projects or academic activities that seek to solve any of the problems of global interest.
The link to access the video game is also available to anyone, as well as the programming code for consultation.
Specifically, at the end of the presentation, attendees interested in our proposal will be able to:
1. relate any of the 17 SDGs in the implementation of some academic activity following the methodology of design thinking or problem and challenge based learning.
2. Know the structure and development sequence to create and program a video game for educational purposes.
3. To learn how to use Scratch and free avatar creation tools that can be integrated into various school activities.
It is worth mentioning that this proposal has been awarded nationally and internationally thanks to the objective it pursues and the creativity and originality in the design and structure.
For more information, click on the following link:
https://sites.google.com/view/equalsletsmmakeadifference/inicio
Outline
Structure of the presentation:
1. Welcome and relevance of the issue being addressed - 3 minutes
2. What are the 17 UN SDGs, and why did we choose #10? - 3 minutes
3. Videogames and their influence on children and young people - 3 minutes
4. Our proposal, an educational videogame with social purposes - 5 minutes
5. Design thinking as a basis for developing the game - 5 minutes
6. Stages of construction of the video game - 5 minutes
7. Coding and integration of elements - 5 minutes
8. Tests, improvements and final result - 3 minutes
9. Reflection and conclusions - 3 minutes
10. Tips, suggestions and answering questions - 5 minutes
Estimated time of the presentation - 40 to 45 minutes.
From point 3, attendees will be in constant interaction with the video game, through their mobile device, as well as tools such as padlet, mentimeter and Miro to contribute ideas and propose new challenges., attendees will be in constant interaction with the video game, through their mobile device, as well as tools such as padlet, mentimeter and Miro to contribute ideas and propose new challenges.
Supporting research
1. https://www.un.org/sustainabledevelopment/es/inequality/
2. https://www.unicef.es/acoso-escolar-bullying#entiende
3.https://www3.paho.org/relacsis/index.php/es/foros-relacsis/foro-becker-fci-oms/61-foros/consultas-becker/883-foro-becker-acoso-escolar-bullying#:~:text=De%20acuerdo%20a%20la%20definici%C3%B3n,a%20un%20alumno%20sus%20compa%C3%B1eros.
4. https://www.unicef.org/dominicanrepublic/informes/bullying-en-el-ambiente-escolar#:~:text=El%20acoso%20escolar%20o%20bullying,edad%2C%20etnia%20o%20nivel%20socioecon%C3%B3mico.
5. https://www.humanium.org/es/violencia-fisica-y-virtual-bullying-en-las-escuelas-un-problema-mundial-que-hay-que-abordar/
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Knowledge Constructor
- Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
- Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
- Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.