chris rosicka - stem video game project - stem video game challenge - how can we engage students in...
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The ACER Foundation
The ACER Foundation was established:
• to initiate, develop and manage research-based projects
• to address the needs of educationally disadvantaged
groups in the community
• to work in collaboration with external partners
including corporate, government and philanthropic
bodies
In April 2014, the Foundation initiated the STEM VGC
Why STEM?
• International research indicates that 75 per cent of the
fastest growing occupations now require STEM skills
and knowledge.Office of the Chief Scientist 2014, Science, Technology,
Engineering and Mathematics: Australia’s Future. Australian Government, Canberra
• Decline in skilled STEM graduates has been identified
by businesses in Australia as the number one barrier to
innovationPwC , Expanding Australia’s Economy: How digital can drive the change, 2014
• Coding as a ‘vital language’ that will soon be as
important as the ability to read and writeMalcolm Turnbull January 2015
STEM in Australia
• STEM study is stagnating in Australia at a university level
• STEM study is decreasing at a senior high school level Office of the Chief Scientist 2013, Science, Technology, Engineering and Mathematics in the National Interest:
A Strategic Approach, Australian Government, Canberra.
• Females students are under represented in STEM study and
careersAn analysis of the gender wage gap in the Australian graduate labour marker, 2013, Graduate Careers Australia
OECD (2014). Education Indicators in Focus, February.
A Smart Move, PwC STEM Report April 2015
Addressing educational disadvantage
• Female
• Indigenous
• Non English Speaking Background
• Rural and remote
• Disability
• Low SES
Background to the Challenge
• Identified by ACER researcher in 2013 as a project that the
Foundation might be interested in
• Run annually in the US since 2010 by The Joan Ganz Cooney
Centre and E-Line Media
• In the US it started with 600 participants in 2010 and had
4000 participants in 2014
• The US organisers were happy for us to use their model here
in Australia
Aims of the Challenge
• Increase interest and participation in STEM
• Increase female and disadvantaged students participation in
STEM
• Increase general awareness of STEM
– Parents
– Teachers
– School leaders
– Government
– Business
Reference Committee
• ACER
• Game Developer’s Association of Australia
• Interactive Games & Entertainment Association
• Victorian Government
• Swinburne University
• PwC
• DET
• Lumi Consulting
Some details of the Challenge
Student participants
• design and develop original video games based on STEM concepts or themes
• document the process through a Games Design Document (GDD)
Prizes
• HP Laptop
• $1,000 for school or chosen charity
• PwC Mentorship
Awards ceremony, panel discussion and showcase at PAX
Challenge Categories
• Years 5 – 8 individual
• Years 5 – 8 group
• Years 9 – 12 individual
• Years 9 – 12 group
• Years 9 – 12 individual (Advanced)
• Years 9 – 12 group (Advanced)
Game Creation Platforms
• Gamestar Mechanic
• Stencyl
• Gamemaker
• Scratch
• Unity
• Other free platforms or programming languages
Registrations
2015
• 1500 plus Students registered
• 72% Male, 28% Female
• 370 schools
• From all states
• Across all target years
• 4% Indigenous
• 4% Students with disability
• 11% NESB
Submissions due 21 August
Student and teacher Support
• Teacher workshop
• Student workshops
• Student newsletters
• Teacher newsletters
• On-line resource repository
Judging criteria – Games
• Functionality: Does the game work?
• Visual Design: What does the game look like?
• Gameplay: How successful are the games mechanics?
• Engagement: Is it fun to play?
• Theme: Does the game have a STEM theme?
• Instruction: How good is it as a learning tool?
• STEM Engagement: Does the STEM theme make the
game fun?
Judging Criteria - GDD
• Clarity: Does the GDD outline the project clearly?
• Detail: Can you follow the story of the game’s
production?
• Documentation: Does the GDD cover the
different elements sourced?
2014 Winners
http://www.stemgames.org.au/winners
Angle Rebound Physics Run Cubes and DimensionsYears 5-8 Indiv Years 5-8 Group Years 9-12 Indiv
Evolution Maze Jack’s Bricks The Smog GameYears 9-12 Group Years 9-12 Indiv Ad Years 9-12 Group Ad
PAX Aus 2014
• What is the educational value of games?
• What is happening in the class room now?
• What could happen in the future with games in
education?
• Awards Ceremony
Evaluation
• Two surveys sent to students
– Students who submitted
– Students who didn’t submit
• Really low response rate
• Common themes
– Plan
– Manage your time
– Find out about platforms