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Global Goals Quest: A Hands-On Coding Game for Change

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Poster
Poster Theme: AI & Emerging Tech in Education
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Session description

Embark on a No-Tech Coding Journey! Explore unplugged coding activities that empower students to solve real-world challenges through SDGs. See how students design sustainable cities, collaborate, and problem-solve while building computational thinking. Leave with practical skills and strategies to inspire cross-curricular, standards-based learning in classrooms.

Outline

Content and Engagement:
This poster session showcases the Global Goals Quest, an SDG-themed, hands-on, no-technology coding and design project where students create sustainable cities and tackle challenges inspired by the United Nations Sustainable Development Goals. Participants will explore physical models, digital examples, and photographic documentation of student work to see how computational thinking, problem-solving, and creativity can be applied to real-world contexts. The session highlights strategies for cross-curricular integration, connecting science, mathematics, civics, and technology, and demonstrates how the project can be adapted using simple materials like cardboard and craft supplies or expanded with digital tools. Attendees will discuss design strategies, review the student design process, and, in interactive formats such as idea labs, collaboratively build and play their own version of the quest to experience the learning process firsthand. This session emphasizes accessible, reproducible strategies that empower educators to foster critical thinking, collaboration, and innovative problem-solving, while offering fresh perspectives on integrating sustainable development concepts into K–12 learning experiences.

Time:
- Poster Session (5 minutes per participant): Each participant will have dedicated time to explore physical, digital, and photographic examples of student projects from the Global Goals Quest. Participants can ask questions about the design and implementation process, discuss strategies for adapting the project to their own classrooms, and explore ways to integrate cross-curricular connections. The format allows flexibility for those who want to dive deeper into aspects such as scaffolding for different grade levels, customizing challenges, or extending the project with technology or alternative materials. This hands-on exploration ensures attendees leave with practical ideas they can immediately apply in their teaching.
- Converted Session Format: Idea Lab / Interactive Session (varies based on format): Extended sessions allow participants to design and play the game in full, build models, and experiment with adaptations using cardboard, craft supplies, or digital tools.

Process:
- Peer-to-Peer Interaction: Attendees will share ideas for adapting the project in their own classrooms and curriculum, exchanging strategies and experiences.
- Hands-On Activities: During the poster session, participants can explore and interact with the displays. In converted session formats, attendees will collaborate to build the project, design challenges, and play test their quest scenarios, encouraging creativity and teamwork.
- Multimedia Engagement: Digital and photographic displays of student projects will showcase both no-tech and technology-enhanced approaches, providing inspiration and practical examples for implementation.

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Outcomes

After this session, participants will be able to:
- Facilitate a no-tech coding and design activity that promotes computational thinking, problem-solving, and creativity through the lens of the United Nations Sustainable Development Goals.
- Create engaging, hands-on learning experiences using open-source resources and everyday materials to connect students with real-world challenges.
- Integrate the project across subjects, connecting science, mathematics, civics, and technology for cross-curricular learning.
- Customize the Global Goals Quest with their own materials, themes, and approaches, including cardboard, simple craft supplies, or digital tools.
- Confidently guide students through coding and design thinking concepts without relying on technology, while offering pathways for tech-enhanced extensions.
- Leave with ready-to-use resources, templates, and examples to implement the project in their own classrooms.

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Supporting research

Edutopia: Project-Based Learning (PBL) Research Review Edutopia. “Project-Based Learning (PBL) Research Review.” Edutopia, 2023, https://www.edutopia.org/pbl-research-learning-outcomes.
- This resource directly supports hands-on, game-based learning and demonstrates how PBL deepens engagement, problem-solving, and real-world application.

Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980.
- Provides foundational support for constructionist learning and learning through making, emphasizing the value of low-tech, hands-on approaches like this no-tech coding project.

Wing, Jeannette. “Computational Thinking.” Communications of the ACM, vol. 49, no. 3, 2006, pp. 33–35. ACM, https://dl.acm.org/doi/pdf/10.1145/1118178.1118215.
- Highlights how computational thinking skills can be developed through activities like no-tech coding and game-based learning.

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Presenters

Photo
Co-Founder, Director of Product Design
3DuxDesign

Session specifications

Topic:

Computer Science and Computational Thinking

Grade level:

PK-5

Audience:

Curriculum Designer/Director, Librarian, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows

Subject area:

Computer Science, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators: Learner, Designer
For Students: Innovative Designer

Transformational Learning Principles:

Spark Curiosity, Prioritize Authentic Experiences

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session