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STEAM Learning Through Video Game Development
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HBGCC - Posters, Table 27
Poster
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Session description
Empower educators and students to explore STEAM concepts through hands-on game development, fostering creativity, critical thinking, and collaboration. This conference will showcase innovative practices, tools, and strategies that make learning engaging and relevant in the digital age.
Outline
Content and engagement: Slides, coding resources for game development. People will be able to try out the software by themselves.
Time: 5 min per component (20 min total). So the presentation can be running several times.
Process: Interacting with people, asking them about their subjects/roles so we can invite them to include the game development process/curriculum for the STEAM learning in their schools.
Supporting research
Book: How to make a video game all by yourself (Matt Hackett)
Presenters
Session specifications
Topic:
Games for Learning, Gamification and Esports
Grade level:
6-12
Audience:
Teacher Development, Teacher, Technology Coach/Trainer
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Scratch Software/Google Slides
Subject area:
Interdisciplinary (STEM/STEAM), Technology Education
ISTE Standards:
For Coaches:
Learning Designer
Learner
Learning Designer
- Help educators use digital tools to create effective assessments that provide timely feedback and support personalized learning.
Learner
- Set professional learning goals to apply teaching practices made possible by technology, explore promising innovations, and reflect on their effectiveness.
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
TLPs:
Spark Curiosity, Prioritize authentic experiences
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