New Educational Games To Be Developed By Learning Games Network
The Learning Games Network is to develop a social innovation programme designed to develop more effective teaching resources. Focusing on science, technology, engineering and maths (STEM) the development will be supported by the Hewlett Packard’s Catalyst Initiative, education worldwide.
Over the next two years the Learning Games Network is to develop a programme that guides and supports teachers and students to design and construct learning games. They will collaborate with the Student Technology Leadership Program (STLP) Kentucky’s project-based learning initiative.
The programme will give both teachers and students support on effective techniques creating digital games for learning. The University of Kentucky’s P20 lab will lead the study in the effectiveness of the programme and any new pedagogies adopted.
Alex Chisholm, Executive Director of Learning Games said “The HP Catalyst Grant has enabled us to establish a new partnership with Kentucky’s STLP providing a wonderful opportunity for the Learning Games Network to expand the reach of our Design Corps activities. We’re looking forward to working with teachers and students through our project-based learning game design curriculum and activities and to educating, inspiring, and empowering a new generation of young game designers.”
As part of the program, HP is donating $6 million to 35 educational institutions, including the Learning Games Network, across five consortia that will use the award to explore innovations in STEM+ learning and teaching. This builds on the Obama Administration’s “Educate to Innovate” coalition designed to improve national outcomes in STEM subject matters.
About The Learning Games Network
The Learning Games Network (LGN) is a 501(c)3 non-profit organization, founded in the USA to encourage and facilitate the development and use of games as effective learning tools. LGN have a growing network of educators, researchers, and learners as well as game developers, designers, programmers, and producers devoted to making learning games more effective.
The work centres on understanding how teaching and learning science, maths and other critical skills can be more effectively developed through these platforms. The genesis of LGN is a result of the collaborative work of established leaders and innovators in educational technology and pedagogy (including the MIT Education Arcade, the MIT Teacher Education Program, the MIT Comparative Media Studies, and the University of Wisconsin’s Games, Learning, and Society Group). In order to improve the development, production, and implementation of games for teaching and learning these organizations research, design and develop educational games, simulations, curricula and pedagogies prepare pre-service teachers in science and maths.




