Level Up!: Video Game Design in Art Museum Programming for Youth - - PowerPoint PPT Presentation

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Level Up!: Video Game Design in Art Museum Programming for Youth - - PowerPoint PPT Presentation

Level Up!: Video Game Design in Art Museum Programming for Youth #NAEALevelUp Mark German , President, E-Line Learning, E-Line Media, @stemchallenge Juliet Pusateri , Assistant Curator of Education, Experiential Learning for Children &


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Level Up!: Video Game Design in Art Museum Programming for Youth

#NAEALevelUp

  • Mark German, President, E-Line Learning, E-Line Media, @stemchallenge
  • Juliet Pusateri, Assistant Curator of Education, Experiential Learning for Children & Families,

Carnegie Museum of Art

  • Carolyn Keogh, Associate, School and Youth Programs, Guggenheim Museum, @cfkeogh
  • Allison Mishkin, STEM Challenge Research and Program Manager, Joan Ganz Cooney

Center, @AFineMishkin Moderator: Rebecca Mir, Associate Manager, Digital Media and Online Learning, Guggenheim Museum, @mirseum

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Challenge Overview Video

3 3 www.stemchallenge.org

View at Pi3sburgh Regional Spotlight

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Challenge Concept

  • Game design compe<<on for middle and high

school students as individuals or teams.

  • Design and make original, playable games, or

wriDen game designs about any subject.

  • Games can be created using any game plaForm

and judges will select winners.

  • Winners receive cash prizes, dona<ons to

suppor<ng organiza<ons, and in-kind prizes.

  • Provide online resources and facilitate 40+ game

design workshops for youth, educators, and families across the country, including a PiDsburgh regional spotlight.

4 4 www.stemchallenge.org

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Why Game Design?

5 www.stemchallenge.org

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Art and Game Design

6 6 www.stemchallenge.org

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Research Goals

  • Three Areas of Analysis: Reach, Mo<va<onal

Impact, Educa<onal Impact.

  • Mixed-Methods Research: Interviews, surveys,

par<cipant observa<on.

  • Research Team: Interviewers and observers at 50%
  • f workshops, survey administered at 100% of

workshops.

  • Research Design: Case study approach to iden<fy

curriculum’s impact when delivered across seXngs.

20 20 www.stemchallenge.org

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Overall Results

21 21 www.stemchallenge.org

  • Enhanced game knowledge
  • Highly applicable skills outside of

workshop context

  • Changed students’ aXtudes towards

museums

  • ADracted underrepresented STEM

audiences

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Venue Level Impacts

22 22 www.stemchallenge.org

General Trends

  • Enhanced excitement about STEM

Events

  • Facility to support STEM and game

design learning

  • ADracted new (and now returning

audiences)

  • Strong impacts on future

programming decisions

  • Sustainability for future game design

ini<a<ves

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Teamwork Skills

23 23 www.stemchallenge.org

  • Results

– Greater apprecia<on for and ability to work in teams.

  • Mechanisms

– Excitement for workshop concept translated to collabora<on.

  • Evidence

– 3 student response cards emphasized the friends they made and the games that their friends designed. – No observed difficul<es working together even though all students worked with students they had not met before.

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Systems Thinking

24 24 www.stemchallenge.org

  • Results

– Deeper understanding of systems thinking.

  • Mechanisms

– Extended metaphor: Games and Museum Systems. – Physical experience with learning concept.

  • Evidence

– Deeper use of vocabulary during group conversa<ons. – More complex games emerged from museum workshops.

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IteraLve Design and CreaLng for an Audience

25 25 www.stemchallenge.org

  • Results

– Understanding and excitement for the itera<ve design process.

  • Mechanisms

– Workshop structure emphasizes itera<ve process.

  • Evidence

– Venue tour emphasizes connec<ons between design choices and ar<st ra<onale. – Student Feedback emphasized both concepts.

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Level Up!: Video Game Design in Art Museum Programming for Youth

#NAEALevelUp

  • Mark German, markgerman@elinemedia.com
  • Juliet Pusateri, pusaterij@cmoa.org
  • Carolyn Keogh, ckeogh@guggenheim.org, @cfkeogh
  • Allison Mishkin, allison.mishkin@sesame.org, @AFineMishkin
  • Rebecca Mir, rmir@guggenheim.org, @mirseum