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iDesign After-School Game-Based Curriculum

NSF Awards: 1312240

2015 (see original presentation & discussion)

Grades 6-8

This video segment will showcase an innovative NSF funded project in which 6th-9th grade students and their teachers engage in interactive after-school Game Design Clubs. The iDesign project is a collaborative effort between Hofstra University and ten schools in suburban Long Island and New York City, all motivated to use rich new learning methods to improve their students’ STEM understanding. A key motive of the iDesign project is to introduce minority students to the culture of information technology early in their education, before they lose interest, in order to prepare them for fulfilling opportunities for future study and careers. The iDesign project moves students from playing computer games, to examining the design of existing games, to collaborating with their peers to design their own games, to sharing their games with others in the community. The iDesign team has developed four modules, each focusing around a specific game design platform. Each module contains multiple lessons, including the structure of games, game mechanics (space, goals, components and rules), altering popular existing games, and creating new games. As students progress through the curriculum, they document their work and collaborate through an on-line management system called Playbook. In addition to showcasing the iDesign curriculum that is implemented throughout the iDesign clubs, this video will highlight the kind of collaboration the iDesign team must take part in to sustain and facilitate a positive and successful learning environment.

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Discussion from the 2015 Teaching & Learning Video Showcase (5 posts)
  • Icon for: Brian Drayton

    Brian Drayton

    Co-Principal Investigator
    May 11, 2015 | 12:52 p.m.

    I am interested in the final line, “consequences of action taken in real-life situations.” Could you say a bit more about the connection between the curriculum and the “real world”? Is it primarily through the students’ choice of game subject?

  • Icon for: Carolina Milesi

    Carolina Milesi

    Facilitator
    Senior Research Scientist
    May 11, 2015 | 12:56 p.m.

    I wonder how you have recruited students and how intense is the iDesign club. How many weeks or hours do they participate in the club?

  • Icon for: Tamara Moore

    Tamara Moore

    Facilitator
    Associate Professor
    May 12, 2015 | 01:18 a.m.

    This project sounds really interesting. My questions are related to where you go from here.

    I am interested in hearing about what you hope your larger impact might be? How many students do you hope to reach? How will you scale up?

  • Icon for: Dacid Lustick

    Dacid Lustick

    Facilitator
    Associate Professor
    May 12, 2015 | 05:25 p.m.

    iDesign sounds like an important and worthwhile project. How could students not be interested in developing video games? However, the video left me wanting more. What do the games look like that the kids create or ‘remix’? What kinds of problems do the students solve? To what extent do students collaborate on games and problems? What kinds of instruction are provided to help students learn about working in a collaborative fashion? Finally, does the project use a culture that is relevant and common to a group? Or, if the groups are culturally heterogeneous, how do you use the range of cultures represented in the learning experiences?

  • Icon for: Rachel Older

    Rachel Older

    Lab Manager
    May 15, 2015 | 12:00 p.m.

    Could you provide some examples of how cultural knowledge and frames of reference inform the game design strategies of students in this program? Does the emphasis on cultural relevancy primarily refer to the content of the games these students develop, or the game development process?

  • Further posting is closed as the event has ended.