“AASL joins challenge to motivate STEM learning”
The American Association of School Libraries (AASL) is teaming up with the National STEM Video Game Challenge to get more students interested in science, technology, engineering, and math. The idea behind the challenge is for kids to learn about these fields via their natural interest in video games. The challenges are split up by age groups (middle school, high school, collegiate, and educator), and encourages the students to collaborate with their school librarians, teachers, and their peers to learn. They learn to create their own games, and in the process they learn many different skills in each of the subjects.
The STEM Challenge website states that the U.S. is falling far behind on math and science scores when compared with other countries. Their hope is that this kind of encouragement will spark an interest in the STEM fields which has been waning.
What a fantastic way to get students interested in learning and using STEM libraries! This user-centered approach takes what students already have an interest in (video games) and helps them realize that they may have an interest in science of which they weren't aware! It doesn't attempt to push students into learning STEM topics that they may or may not have an interest in, and it doesn't have a rigid curriculum; rather, it encourages them to explore topics in which they already have some knowledge, and even allows them to create their own project on the subject, with help from librarians and teachers in those areas.
Not only is this encouraging STEM education in students, but it's also a great way for the general public to see what kinds of resources STEM libraries can provide, given the opportunity to help!
Resources:
Habley, J. (2011 Dec 6) "AASL joins challenge to motivate STEM learning." American Libraries. Retrieved from http://americanlibrariesmagazine.org/news/ala/aasl-joins-challenge-motivate-stem-learning
National STEM Video Game Challenge - http://www.stemchallenge.org/
I'm always curious as to what extent this more open-ended approach to education really pays dividends down the line. I always wonder how much the students really take away as far as relating it to their studies. Not that the STEM disciplines always have to be boring, obviously; far from it. It just has to be plotted very carefully and properly structured to avoid simply coming across as a neat toy that might relate to their studies somewhat.
ReplyDeleteThis project doesn't have a lot to complain about though; it's clearly targeted to the skill sets and interests of those who are using it (youths), and it allows them to control the flow of information instead of always pushing it on them without simply letting them run wild. Even better, even the more mundane skills (programming, etc.) are marketable, which means even the uninterested student is getting something out of it.
Great display and marvelous choice of articles/locations, Jet. I agree, Matthew. There is a fine line between learning and "show". Regardless, I think things such as Jet included do help get kids interested in STEM.
ReplyDeleteI think the idea of using video games to help with learning is a great idea. I also like the idea of allowing students the ability to explore the STEM fields for themselves and not have them pushed on them in the boring, mundane way that plenty of schools teach them. As a video gamer myself, I feel like if this was done correctly then it would encourage hte exploration of the STEM fields.
ReplyDeleteI think these are three great examples of getting target groups involved with library resources. I especially liked the idea of helping youth create their own videos and other media. I also liked the idea of using video games to get kids interested in STEM topics. It reminds me of how important it is for libraries to stay up-to-date with user interests and expectations.
ReplyDeleteThose are some good examples of how libraries can make sure they are serving the needs of their patrons. I particularly like the library at the museum and how it offers resources to those who cannot attend the library. Sounds like they would be very useful to parents who home school to incorporate a different aspect to their science curriculum.
ReplyDeleteI took a look at the past winners of the video game challenge (collegiate division) and wished that learning tools like this had been around when I was learning math and science; most of what I remember is a lot of memorization. Also, how fun must it be to be a learning technology grad student developing games like this! The right brains of many information people must be coming out from under the shadow of their left brains.
ReplyDeleteWhile I love to just sit in the library and read, it's clear that engaging patrons in many different ways keeps the library vital.
This is a fabulous idea. The youth in America today spends most of their time glued to a screen anyways, we might as well make them do the work in designing a video game. There are so many skills in both the creative and designing processes of the gaming industry that may get the child interested or open their eyes to possibilities. It would show the kids that science and math can actually have fun outcomes (a shocking thought!).
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