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The Australian STEM Video Game

Challenge

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

STEM study - tertiary

A Smart Move, PwC STEM Report April 2015

STEM study –VCE

The Age, 21 July, 2015

Addressing educational disadvantage

• Female

• Indigenous

• Non English Speaking Background

• Rural and remote

• Disability

• Low SES

Who are our Partners

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

Gamestar Mechanic

MIT Scratch

Unity

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

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

What skills are students learning

• Problem solving

• Analytical thinking

• Iterative design

• Collaboration

• Communication

• Computational thinking

• Resilience