Inspiring Girls Through
Games and Coding
A Hands-On Exploration
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Getting to know each other
Any Super Heroes in the room?
Any Super Heroes in the room with
Super Mobile Powers?
Introduce us to your favorite Super
Mobile Power
 Always on, always ready to act
 Multi‐talented with lots of tools 
 Indispensable best friend 
 Information powerhouse 
 Sized to go anywhere, anytime
Let’s Play
1. DESIGN: In your group, create a game
with three objects.
2. PLAY: Play your game!
3. DISCUSS: Did you make a game that
would be appealing to girls? If not, how
would you change it so that it did appeal
to girls?
6
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Dr. Kari Stubbs
Vice President of Learning and Innovation, BrainPOP
@karistubbs
Julie Evans
CEO, Project Tomorrow
@JulieEvans_PT
Katya Hott
User Testing Lead / Project Manager, BrainPOP
@katyamuses
@brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
Let’s talk about girls and ICT
Mobile Devices Games + Coding
(c) Project Tomorrow 2015
“Knowing it and
seeing it are two
different things.”
Suzanne Collins, Mockingjay
Use of technology by students for learning
Inspiring girls through games and coding: A hands-on exploration
“Without data, you
are just another
person with an
opinion …”
“Without data, you are just another person with an
opinion …”
Introducing Project Tomorrow
research data to inform your
plans, programs and policies
for supporting girls’ use of ICT
for learning
Project Tomorrow Research Data on Girls & ICT
• Speak Up Research Project
• VOCES DE MÉXICO Project
• Making Learning Mobile – Chicago Project
Project Tomorrow Research Data on Girls & ICT
Speak Up Research Project
 521,000 K-12 students, parents & educators
 8,216 schools in US and around the world
VOCES DE MÉXICO Project
 594 5th & 6th grade students + parents & teachers
 7 schools in Mexico
Making Learning Mobile – Chicago Project
 120 5th grade students
 1 school in Chicago – 3 year study
Project Tomorrow Research Data on Girls & ICT
Did you
know that?
Did you know that?
Girls and boys use technology in similar and different ways to
support learning
Similar
• Look up information
on the Internet
• Play learning games
• Create
presentations
• Look up information
on the Internet
• Play learning games
• Create
presentations
Similar
• Text classmates
about homework
• Find online videos
to help learning
• Take photos in class
of assignments
Different
Girls and boys use technology in similar and different ways to
support learning
Did you know that?
Both girls and boys say that using technology increases
their engagement and interest in learning
63%
66%
55%
57%
Technology Use = Increased Interest
Gr 6‐8 Girls Gr 6‐8 Boys Gr 9‐12 Girls Gr 9‐12 Boys
Did you know that?
Girls and boys have similar access to mobile devices
Mobile Devices Girls Boys
Smartphone 45% 46%
Tablets 62% 59%
Mobile Devices Girls Boys
Smartphone 70% 66%
Tablets 58% 53%
Mobile Devices Girls Boys
Smartphone 84% 80%
Tablets 40% 36%
Grades
9-12
Grades
6-8
Grades
3-5
Did you know that?
But they have different expectations for using
those devices for schoolwork
Girls are more interested than boys in using mobile devices to:  
 Write school reports
 Work on projects with classmates 
 Read stories and books for schoolwork 
 Take notes in class
 Email classmates about homework 
 Access online textbooks 
 Organize schoolwork   
Did you know that?
Girls and boys have different perceptions of their technology
skills – and it starts in elementary school
Tech skill level
compared to peers
K-2
Girls /
Boys
Gr 3-5
Girls /
Boys
Gr 6-8
Girls /
Boys
Gr 9-12
Girls /
Boys
My skills are
advanced
26% / 32% 21% / 32% 21% / 34% 20% / 37%
My skills are average 48% / 46% 61% / 53% 74% / 60% 76% / 58%
My skills are
beginner level
25% / 22% 18% / 15% 5% / 6% 4% / 5%
Did you know that?
And different aspirations for STEM careers too
How interested are you in a career in a STEM field?
29%
15%
37%
20%
19%
13%
36%
32%
Not interested
No opinion
Somewhat interested
Very interested
Boys Girls
Did you know that?
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
Gender terminology
Relative to education and learning
Gender sensitive
Gender
responsive
Gender transformative
Gender
awareness
Gender blind
GENDER BIASED
Gender unequal
Evaluating the gender-sensitivity of digital content
Focus: Digital Games
Questions for Consideration Guide
Characterization
Are women/girls referred to by their names or roles, or only in their relationship to
men/boy characters?
Imagery and Language
Which places in the game signify importance and value? Are both genders portrayed in
those places equitably?
Storyline
Are women/girls or men/boys represented as central characters within the storyline of the
game?
Results
What types of messages are articulated in the game about gender differences? Are those
messages positive or negative?
Different types of games matter to girls and boys
How often do you play games?
Game format Grades 6-8 Girls
“All the time +
often”
Grades 6-8 Boys
“All the time +
often”
Online and mobile app
games
47% 50%
Did you know that?
Different types of games matter to girls and boys
How often do you play games?
Game format Grades 6-8 Girls
“All the time +
often”
Grades 6-8 Boys
“All the time +
often”
Online and mobile app
games
47% 50%
Massively multi-player
online games
13% 44%
Did you know that?
Girls believe that games can help them with schoolwork
in many different ways
Middle school girls explain:
I would be more interested in what I was learning 65%
It would be more interesting to practice problems 63%
Games make it easier to understand difficult topics 62%
School would be more fun! 59%
I would learn more 52%
Schoolwork would be personalized to me 49%
I would become a better thinker and problem solver 48%
I could get immediate feedback on my learning 47%
Did you know that?
Having a mobile device matters! Girls with mobile
devices are more likely to use digital study games
for learning
 56% of girls in grades 6-8 who have a
smartphone play learning games to
help with schoolwork
 59% who have a tablet also play
learning games
Did you know that?
31
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP GameUp
32
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Play a Game
Monster School Bus Sortify SpaceForce
1. Go to brainpop.com/games
2. Search for your game
33
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
What Makes a Game
Appealing to Girls?
Monster School Bus Sortify SpaceForce
34
GIRLS
● Girls mainly playing games on computers and cell phones
● Girls tend to play social and casual games, puzzles and simulations
● Girls prefer games with rich social interaction
BOYS
● Boys more likely to play on a console
● Boys prefer violent, action and role-playing games
● Boys drawn to competition and often play as an emotional outlet
BOTH
● Both boys and girls excited by idea of “making your own world”
● Boys play more competitively at first, but after extended play, both genders engage
similarly
Lenhart et al., 2008, Nash et al., 2013, Hartmann and Klimmt, 2006, Phan et al., 2012, Olson, 2010,
Robertson, 2012, Cassel and Jenkins, 1998
What Makes a Game
Appealing to Girls?
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
National STEM Video
Game Challenge
stemchallenge.org
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
36
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Student-Made Games
Inspiring girls through games and coding: A hands-on exploration
Inspiring girls through games and coding: A hands-on exploration
Inspiring girls through games and coding: A hands-on exploration
Inspiring girls through games and coding: A hands-on exploration
41
Learning Languages
Through Games
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP ESL
42
● Fully digital, award-winning program for
English language learners
● Aligned to: US Common Core and state
standards; corresponds to CEFR, WIDA
and TESOL levels; up to European
Standards C1 level.
● Incorporates all four language skills:
listening, speaking, reading and writing with
movies, quizzes, interactive exercises and
teacher materials
● Web, Android, iOS and Windows 8
brainpopesl.com
43
BrainPOP ESL App
• Platform availability: Android,
iOS, Windows 8
• English language learning
anytime, anywhere
• 90 lessons, including 18 free
lessons, take students from
beginner to advanced English
language levels
BrainPOP ESL App
Each lesson contains an animated movie and five supporting
features
Voice
recording
Animated
movie
Animated
grammar
instruction
Animated
vocabulary
instruction
Vocabulary
flash cards
GameUp:
ESL Lesson Plan for Quandary
Student Objectives:
1. Distinguish among facts, opinions and solutions.
2. Analyze situations from multiple perspectives and viewpoints.
3. Apply critical thinking, problem-solving and decision-making skills to online
gameplay.
4. Adapt different characters' points of view and role play a debate of the issues.
5. Make decisions and solve problems after listening to multiple points of view.
GameUp:
ESL Lesson Plan for Quandary
GameUp:
ESL Lesson Plan for Quandary
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
49
During the break, we invite you to download
the BrainPOP Featured Movie app.
The BrainPOP app is available for iOS, Android and Windows 8. Look
for it in American English, British English and Spanish. After the
break, we’ll begin with a mobile device activity about Ada Lovelace
using the BrainPOP app.
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
Ada Lovelace
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Girls + Coding + Mobiles = STEM Interests?
Mobile Devices Games + Coding
Girls have high level of interest in learning how to code
– but that interest level is highest in elementary school
Are you interested in taking a class to learn how
to program computers or do coding?
Girls:
Grades 3-5
Girls:
Grades 6-8
Girls:
Grades 9-12
Yes, I would
be interested
64% 50% 37%
Did you know that?
Having a mobile device matters here too! Girls with mobile
devices are more likely to be interested in learning how to code
 79% of girls in grades 9-12 who are
interested in coding also own a
smartphone
 39% own a tablet
Did you know that?
Having a mobile device matters with STEM interest too! Girls
with mobile devices are more likely to be interested in a STEM
career field
 83% of girls in grades 9-12 who are
interested in STEM also own a
smartphone
 41% own a tablet
Did you know that?
And there is a correlation between coding interests
and interests in STEM career fields too!
 32% of girls in grades 6-8 who said they are
interested in learning how to code are also
interested in a STEM career field
Did you know that?
Games are part of this new equation also: Girls who play
learning games have higher interest in STEM
 57% of girls in grades 6-8 who said they play
digital study games are also interested in a
STEM career field
Did you know that?
Working together to create new learning
opportunities for girls
Mobile Devices Games + Coding
Working together to create new learning
opportunities for girls
In one week alone:
The Hour of Code
Inspiring girls through games and coding: A hands-on exploration
62
When girls make games:
● they learn more advanced programming concepts; they make
“personal and epistemological connections”
● they’re engaged longer and reported greater enjoyment when
involved with storytelling
Peppler, Kafai (2006), Kelleher (2006)
Girls and Coding
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Let’s Code
Tynker: Puppy Adventure CodeMonkey
Coding Debrief
• What was the story in the coding game?
• Did this story motivate you? How?
• How can you imagine girls (or boys) in a classroom
interacting with these coding games?
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
Actualizing
Parent & Teacher
Support
@brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women
Important Role of Teachers and Parents
Parents have concerns about their child’s future – and believe that
technology/ICT usage is important
I am concerned that my child is not learning the right skills at school to be
successful in the future:
o 56% of parents from Speak Up Research
o 47% from VOCES DE MÉXICO Project
Did you know that?
Best way for child to learn those skills:
 Use technology in their classes
 Take advanced math and science courses
 Learn an additional language
 Learn how to code
Did you know that?
Parents have concerns about their child’s future – and believe that
technology/ICT usage is important
I am concerned that my child is not learning the right skills at school to be
successful in the future:
o 56% of parents from Speak Up Research
o 47% from VOCES DE MÉXICO Project
Parents in VOCES DE MÉXICO Project:
90% say that their child is more engaged in learning when technology is
used
Their dream school for their child must include:
• Digital content, animations, videos, digital books
• Mobile device for every child to use
• Online textbooks for learning
• Schoolwide Internet access
Did you know that?
Teachers are increasing using digital content to support
classroom instruction - 28% of classroom teachers are now
using games in this way
And teachers place high value on the benefits of game-based
learning:
• Increases student engagement and motivation 79%
• Provides way to address students’ learning styles 70%
• Enables differentiated instruction 60%
• Reinforces understanding and skills 56%
• Provides way for students to practice skills 54%
Did you know that?
72
BrainPOP GameUp
Gender sensitive games:
● Do I Have A Right?
● Citizen Science
● Gate
Gender sensitive coding tools:
● Tynker
● CodeMonkey
● Blockly: Maze
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Questions for Consideration Guide
Characterization
Are women/girls referred to by their names or roles, or only in their relationship
to men/boy characters?
Imagery and Language
Which places in the game signify importance and value? Are both genders portrayed in
those places equitably?
Storyline
Are women/girls or men/boys represented as central characters within the storyline of the
game?
Results
What types of messages are articulated in the game about gender
differences? Are those messages positive or negative?
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP Lesson Ideas Pages
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP Lesson Ideas Pages
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP SnapThought
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
BrainPOP SnapThought
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
The A-Games Project
Agenda
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
(c) Project Tomorrow 2014
Quick fire reflection:
What is the most interesting
thing you learned today in
this workshop?
A Look Back
1. Setting the Stage (10:00-10:35)
2. Girls & Gaming (10:35-11:15)
3. Break (11:15-11:45)
4. Girls & Coding (11:45-12:30)
5. Teacher & Parent Support (12:30-12:45)
6. Take-aways / Q&A (12:45-1:00)
Dr. Kari Stubbs
VP of Learning & Innovation, BrainPOP
@karistubbs
kstubbs@brainpop.com
Julie Evans
CEO, Project Tomorrow
@JulieEvans_PT
JEvans@tomorrow.org
Katya Hott
User Testing Lead, Project Manager, BrainPOP
@katyamuses
katyah@brainpop.com
@brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women

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Inspiring girls through games and coding: A hands-on exploration

  • 1. Inspiring Girls Through Games and Coding A Hands-On Exploration #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 2. Getting to know each other
  • 3. Any Super Heroes in the room?
  • 4. Any Super Heroes in the room with Super Mobile Powers?
  • 5. Introduce us to your favorite Super Mobile Power  Always on, always ready to act  Multi‐talented with lots of tools   Indispensable best friend   Information powerhouse   Sized to go anywhere, anytime
  • 6. Let’s Play 1. DESIGN: In your group, create a game with three objects. 2. PLAY: Play your game! 3. DISCUSS: Did you make a game that would be appealing to girls? If not, how would you change it so that it did appeal to girls? 6 #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 7. Dr. Kari Stubbs Vice President of Learning and Innovation, BrainPOP @karistubbs Julie Evans CEO, Project Tomorrow @JulieEvans_PT Katya Hott User Testing Lead / Project Manager, BrainPOP @katyamuses @brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women
  • 8. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 9. Let’s talk about girls and ICT Mobile Devices Games + Coding
  • 10. (c) Project Tomorrow 2015 “Knowing it and seeing it are two different things.” Suzanne Collins, Mockingjay Use of technology by students for learning
  • 12. “Without data, you are just another person with an opinion …”
  • 13. “Without data, you are just another person with an opinion …” Introducing Project Tomorrow research data to inform your plans, programs and policies for supporting girls’ use of ICT for learning
  • 14. Project Tomorrow Research Data on Girls & ICT • Speak Up Research Project • VOCES DE MÉXICO Project • Making Learning Mobile – Chicago Project
  • 15. Project Tomorrow Research Data on Girls & ICT Speak Up Research Project  521,000 K-12 students, parents & educators  8,216 schools in US and around the world VOCES DE MÉXICO Project  594 5th & 6th grade students + parents & teachers  7 schools in Mexico Making Learning Mobile – Chicago Project  120 5th grade students  1 school in Chicago – 3 year study
  • 16. Project Tomorrow Research Data on Girls & ICT Did you know that?
  • 17. Did you know that? Girls and boys use technology in similar and different ways to support learning Similar • Look up information on the Internet • Play learning games • Create presentations
  • 18. • Look up information on the Internet • Play learning games • Create presentations Similar • Text classmates about homework • Find online videos to help learning • Take photos in class of assignments Different Girls and boys use technology in similar and different ways to support learning Did you know that?
  • 19. Both girls and boys say that using technology increases their engagement and interest in learning 63% 66% 55% 57% Technology Use = Increased Interest Gr 6‐8 Girls Gr 6‐8 Boys Gr 9‐12 Girls Gr 9‐12 Boys Did you know that?
  • 20. Girls and boys have similar access to mobile devices Mobile Devices Girls Boys Smartphone 45% 46% Tablets 62% 59% Mobile Devices Girls Boys Smartphone 70% 66% Tablets 58% 53% Mobile Devices Girls Boys Smartphone 84% 80% Tablets 40% 36% Grades 9-12 Grades 6-8 Grades 3-5 Did you know that?
  • 21. But they have different expectations for using those devices for schoolwork Girls are more interested than boys in using mobile devices to:    Write school reports  Work on projects with classmates   Read stories and books for schoolwork   Take notes in class  Email classmates about homework   Access online textbooks   Organize schoolwork    Did you know that?
  • 22. Girls and boys have different perceptions of their technology skills – and it starts in elementary school Tech skill level compared to peers K-2 Girls / Boys Gr 3-5 Girls / Boys Gr 6-8 Girls / Boys Gr 9-12 Girls / Boys My skills are advanced 26% / 32% 21% / 32% 21% / 34% 20% / 37% My skills are average 48% / 46% 61% / 53% 74% / 60% 76% / 58% My skills are beginner level 25% / 22% 18% / 15% 5% / 6% 4% / 5% Did you know that?
  • 23. And different aspirations for STEM careers too How interested are you in a career in a STEM field? 29% 15% 37% 20% 19% 13% 36% 32% Not interested No opinion Somewhat interested Very interested Boys Girls Did you know that?
  • 24. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 25. Gender terminology Relative to education and learning Gender sensitive Gender responsive Gender transformative Gender awareness Gender blind GENDER BIASED Gender unequal
  • 26. Evaluating the gender-sensitivity of digital content Focus: Digital Games Questions for Consideration Guide Characterization Are women/girls referred to by their names or roles, or only in their relationship to men/boy characters? Imagery and Language Which places in the game signify importance and value? Are both genders portrayed in those places equitably? Storyline Are women/girls or men/boys represented as central characters within the storyline of the game? Results What types of messages are articulated in the game about gender differences? Are those messages positive or negative?
  • 27. Different types of games matter to girls and boys How often do you play games? Game format Grades 6-8 Girls “All the time + often” Grades 6-8 Boys “All the time + often” Online and mobile app games 47% 50% Did you know that?
  • 28. Different types of games matter to girls and boys How often do you play games? Game format Grades 6-8 Girls “All the time + often” Grades 6-8 Boys “All the time + often” Online and mobile app games 47% 50% Massively multi-player online games 13% 44% Did you know that?
  • 29. Girls believe that games can help them with schoolwork in many different ways Middle school girls explain: I would be more interested in what I was learning 65% It would be more interesting to practice problems 63% Games make it easier to understand difficult topics 62% School would be more fun! 59% I would learn more 52% Schoolwork would be personalized to me 49% I would become a better thinker and problem solver 48% I could get immediate feedback on my learning 47% Did you know that?
  • 30. Having a mobile device matters! Girls with mobile devices are more likely to use digital study games for learning  56% of girls in grades 6-8 who have a smartphone play learning games to help with schoolwork  59% who have a tablet also play learning games Did you know that?
  • 31. 31 #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women BrainPOP GameUp
  • 32. 32 #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women Play a Game Monster School Bus Sortify SpaceForce 1. Go to brainpop.com/games 2. Search for your game
  • 33. 33 #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women What Makes a Game Appealing to Girls? Monster School Bus Sortify SpaceForce
  • 34. 34 GIRLS ● Girls mainly playing games on computers and cell phones ● Girls tend to play social and casual games, puzzles and simulations ● Girls prefer games with rich social interaction BOYS ● Boys more likely to play on a console ● Boys prefer violent, action and role-playing games ● Boys drawn to competition and often play as an emotional outlet BOTH ● Both boys and girls excited by idea of “making your own world” ● Boys play more competitively at first, but after extended play, both genders engage similarly Lenhart et al., 2008, Nash et al., 2013, Hartmann and Klimmt, 2006, Phan et al., 2012, Olson, 2010, Robertson, 2012, Cassel and Jenkins, 1998 What Makes a Game Appealing to Girls? #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 35. National STEM Video Game Challenge stemchallenge.org #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 36. 36 #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women Student-Made Games
  • 41. 41 Learning Languages Through Games #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 42. BrainPOP ESL 42 ● Fully digital, award-winning program for English language learners ● Aligned to: US Common Core and state standards; corresponds to CEFR, WIDA and TESOL levels; up to European Standards C1 level. ● Incorporates all four language skills: listening, speaking, reading and writing with movies, quizzes, interactive exercises and teacher materials ● Web, Android, iOS and Windows 8 brainpopesl.com
  • 43. 43 BrainPOP ESL App • Platform availability: Android, iOS, Windows 8 • English language learning anytime, anywhere • 90 lessons, including 18 free lessons, take students from beginner to advanced English language levels
  • 44. BrainPOP ESL App Each lesson contains an animated movie and five supporting features Voice recording Animated movie Animated grammar instruction Animated vocabulary instruction Vocabulary flash cards
  • 45. GameUp: ESL Lesson Plan for Quandary Student Objectives: 1. Distinguish among facts, opinions and solutions. 2. Analyze situations from multiple perspectives and viewpoints. 3. Apply critical thinking, problem-solving and decision-making skills to online gameplay. 4. Adapt different characters' points of view and role play a debate of the issues. 5. Make decisions and solve problems after listening to multiple points of view.
  • 46. GameUp: ESL Lesson Plan for Quandary
  • 47. GameUp: ESL Lesson Plan for Quandary
  • 48. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 49. 49 During the break, we invite you to download the BrainPOP Featured Movie app. The BrainPOP app is available for iOS, Android and Windows 8. Look for it in American English, British English and Spanish. After the break, we’ll begin with a mobile device activity about Ada Lovelace using the BrainPOP app.
  • 50. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 51. Ada Lovelace #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 52. Girls + Coding + Mobiles = STEM Interests? Mobile Devices Games + Coding
  • 53. Girls have high level of interest in learning how to code – but that interest level is highest in elementary school Are you interested in taking a class to learn how to program computers or do coding? Girls: Grades 3-5 Girls: Grades 6-8 Girls: Grades 9-12 Yes, I would be interested 64% 50% 37% Did you know that?
  • 54. Having a mobile device matters here too! Girls with mobile devices are more likely to be interested in learning how to code  79% of girls in grades 9-12 who are interested in coding also own a smartphone  39% own a tablet Did you know that?
  • 55. Having a mobile device matters with STEM interest too! Girls with mobile devices are more likely to be interested in a STEM career field  83% of girls in grades 9-12 who are interested in STEM also own a smartphone  41% own a tablet Did you know that?
  • 56. And there is a correlation between coding interests and interests in STEM career fields too!  32% of girls in grades 6-8 who said they are interested in learning how to code are also interested in a STEM career field Did you know that?
  • 57. Games are part of this new equation also: Girls who play learning games have higher interest in STEM  57% of girls in grades 6-8 who said they play digital study games are also interested in a STEM career field Did you know that?
  • 58. Working together to create new learning opportunities for girls Mobile Devices Games + Coding
  • 59. Working together to create new learning opportunities for girls
  • 60. In one week alone: The Hour of Code
  • 62. 62 When girls make games: ● they learn more advanced programming concepts; they make “personal and epistemological connections” ● they’re engaged longer and reported greater enjoyment when involved with storytelling Peppler, Kafai (2006), Kelleher (2006) Girls and Coding #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
  • 63. Let’s Code Tynker: Puppy Adventure CodeMonkey
  • 64. Coding Debrief • What was the story in the coding game? • Did this story motivate you? How? • How can you imagine girls (or boys) in a classroom interacting with these coding games?
  • 65. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 66. Actualizing Parent & Teacher Support @brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women
  • 67. Important Role of Teachers and Parents
  • 68. Parents have concerns about their child’s future – and believe that technology/ICT usage is important I am concerned that my child is not learning the right skills at school to be successful in the future: o 56% of parents from Speak Up Research o 47% from VOCES DE MÉXICO Project Did you know that?
  • 69. Best way for child to learn those skills:  Use technology in their classes  Take advanced math and science courses  Learn an additional language  Learn how to code Did you know that? Parents have concerns about their child’s future – and believe that technology/ICT usage is important I am concerned that my child is not learning the right skills at school to be successful in the future: o 56% of parents from Speak Up Research o 47% from VOCES DE MÉXICO Project
  • 70. Parents in VOCES DE MÉXICO Project: 90% say that their child is more engaged in learning when technology is used Their dream school for their child must include: • Digital content, animations, videos, digital books • Mobile device for every child to use • Online textbooks for learning • Schoolwide Internet access Did you know that?
  • 71. Teachers are increasing using digital content to support classroom instruction - 28% of classroom teachers are now using games in this way And teachers place high value on the benefits of game-based learning: • Increases student engagement and motivation 79% • Provides way to address students’ learning styles 70% • Enables differentiated instruction 60% • Reinforces understanding and skills 56% • Provides way for students to practice skills 54% Did you know that?
  • 72. 72 BrainPOP GameUp Gender sensitive games: ● Do I Have A Right? ● Citizen Science ● Gate Gender sensitive coding tools: ● Tynker ● CodeMonkey ● Blockly: Maze
  • 73. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women Questions for Consideration Guide Characterization Are women/girls referred to by their names or roles, or only in their relationship to men/boy characters? Imagery and Language Which places in the game signify importance and value? Are both genders portrayed in those places equitably? Storyline Are women/girls or men/boys represented as central characters within the storyline of the game? Results What types of messages are articulated in the game about gender differences? Are those messages positive or negative?
  • 74. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women BrainPOP Lesson Ideas Pages
  • 75. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women BrainPOP Lesson Ideas Pages
  • 76. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women BrainPOP SnapThought
  • 77. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women BrainPOP SnapThought
  • 78. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women The A-Games Project
  • 79. Agenda 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 80. (c) Project Tomorrow 2014 Quick fire reflection: What is the most interesting thing you learned today in this workshop?
  • 81. A Look Back 1. Setting the Stage (10:00-10:35) 2. Girls & Gaming (10:35-11:15) 3. Break (11:15-11:45) 4. Girls & Coding (11:45-12:30) 5. Teacher & Parent Support (12:30-12:45) 6. Take-aways / Q&A (12:45-1:00)
  • 82. Dr. Kari Stubbs VP of Learning & Innovation, BrainPOP @karistubbs kstubbs@brainpop.com Julie Evans CEO, Project Tomorrow @JulieEvans_PT JEvans@tomorrow.org Katya Hott User Testing Lead, Project Manager, BrainPOP @katyamuses katyah@brainpop.com @brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women