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Skills for the 21st century

‘73% of parents in game households say

games help their children learn about

technology, 68% say games help their

children learn maths, 64% say games help

children learn to plan.’

1

Designing a video game involves skills that are critical for pursuing successful 21st century careers in science, technology, engineering and mathematics (STEM) fields.

These skills include creative problem solving, iterative design, collaboration, systems thinking, communication and computational thinking. The aim of the STEM Video Game Challenge is to engage Australian primary and secondary school students with academic disciplines and essential skills for living and working in a rapidly changing technological landscape through fun, creativity and interaction.

1 Brand, Jeffrey E. ‘Interactive Australia 2007’, 2007 Interactive Entertainment Association of Australia/Bond University, Eveleigh NSW

A parallel goal of the STEM Video Game Challenge is to empower young people to take an idea through the development process to produce a finished product that can be shared and enjoyed by others. Originally run in the United States by the Joan Ganz Cooney Center at Sesame Workshop and E-Line Media, the STEM Video Game Challenge has experienced amazing success. Since its inception in 2010, the STEM Video Game Challenge has grown by leaps and bounds, with the 2013 event drawing nearly 4000 entries.

This success and its positive impact on students and the educational community in the United States is what the STEM Video Game Challenge is aiming to emulate here in Australia. We would like to formally extend an offer to your organisation to partner with one of Australia’s leading educational research organisations, and help bring the STEM Video Game Challenge to life in its inaugural year.

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The ACER Foundation

‘Video games have great positive potential

in addition to their entertainment value and

there has been considerable success when

games are designed to address a specific

problem or to teach a certain skill.’

2

The Australian Council for Educational Research (ACER) is an independent, not-for-profit organisation that creates and promotes research based knowledge, products and services to improve learning. The

ACER Foundation has been established to work with external partners to establish and manage research and development projects to address the needs of disadvantaged students in the community.

2 Griffiths, Mark ‘The Educational Benefits of Video Games’ 2002, Education and Health Journal Vol. 20 No. 3, United Kingdom

A partnership with the STEM Video Game Challenge is also a partnership with one of Australia’s leading authorities on education, research and learning. Through the role and reputation of ACER, partners will gain exposure in primary schools, secondary schools and tertiary education institutions, alongside widespread publicity through digital and traditional media channels. The associatied benefits of your involvement,

particularly in this formative first year, alongside the ACER Foundation will be highly beneficial and presents a unique opportunity to build value for your brand through ongoing association with the STEM Video Game Challenge in Australia.

The ACER Foundation’s status as a charitable

organisation also allows all donations to be classified as tax deductable.

About the Challenge

‘The vast majority of Australians live in a

household with at least one device used for

playing games whether on a PC, console,

handheld, phone or tablet... 95% of homes

with children under the age of 18 have a

device for playing computer games.’

3

The STEM Video Game Challenge will be open to students in Years 5-8 and Years 9-12, and is split into six separate entry categories:

Students in Years 5-8 • Playable game (groups) • Playable game (individual) Students in Years 9-12 • Playable game (groups) • Playable game (individual)

• Playable game (groups) – Advanced • Playable game (individual) – Advanced

Entrants can be individual students, or teams of up to four students.

Students must be Australian residents, enrolled in an Australian school and have consent from a parent or guardian to participate.

Entries in each category are judged on three basic criteria: • engaging gameplay;

• innovative/creative vision; andwell-balanced game play.

3 Brand, Jeffrey E. ‘Digital Australia 2012’, Interactive Games & Entertainment Association/Bond University, Eveleigh NSW

Each entry must also be accompanied by a Game Design Document, referred to in the industry as a GDD. The GDD describes the overall vision for a game, and should address the target audience, the platform, the genre, the core game play, the visual style, and characters and storyline.

Encouraging involvement from all

demographics

Whilst all Australian schools will be made aware of the STEM Video Game Challenge, girls and students from low socioeconomic areas will particularly be encouraged to participate.

Girls are underrepresented in the STEM fields and in the field of game design and development. Through initiatives like the STEM Video Game Challenge, the ACER Foundation is aiming to provide opportunities to increase interest and participation by girls and disadvantaged students across Australia.

The role of our partners in helping to realise this vision is pivotal to the immediate and long-term success of the STEM Video Game Challenge. The provision of opportunities to the students identified is a core component of the ACER Foundation’s philanthropic endeavours and we invite, and encourage, your organisation to join us in helping to realise our vision.

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Partnership opportunities

In bringing the vision of the 2014 STEM Video Game Challenge to life in Australia, a limited

number of partnership opportunities exist for organisations, facilitated through the ACER

Foundation and tax deductible.

MAJOR

PARTNERSHIP

$50 000

(ONE AVAILABLE)

A singular opportunity for one major partner to secure branding rights and a maximised level of exposure throughout the STEM Video Game Challenge in 2014. A range of exclusive benefits and inclusions will be enjoyed by our major partner and will not be offered to other partners.

This level of involvement allows for the strongest possible level of affiliation with the 2014 STEM Video Game Challenge, alongside ACER and guarantees brand integration at every point through marketing and promotional material.

Acknowledgment as a Major Partner in all marketing, media and collateral.

‘ACER and ... present the STEM Video Game Challenge’

‘The STEM Video Game Challenge, powered by ACER and ...’

Partnership Branding Rights including logo presence on all marketing, media and collateral.

Prominent placement of logo on website.

Formal acknowledgement, signage, opportunity to give an address and present an award at Awards Presentation to be held in Melbourne at PAX Australia 2014.

Representation and acknowledgement as major partner at all STEM Video Game Challenge events, including (but not limited to) launches, workshops and information sessions.

A customised reissue of the STEM Video Game Challenge branding, including the logo of the major partner for use on your own corporate website. This reissued logo will also be provided for use in any public media or press releases on confirmation of a major partner, maximising exposure and affiliation of the organisation with the STEM Video Game Challenge.

Acknowledgement of involvement through social media channels.

Direct exposure to students, schools and school communities through promotional activity. The opportunity to be publicly represented as a market leader and active supporter of education, learning and technology.

An opportunity to engage with an active segment of the gaming market through a productive and meaningful education activity.

A framed personal thank you letter from the STEM Video Game Challenge acknowledging the significant philanthropic contribution made by the major partner. First right of refusal for major partnership for the 2015 STEM Video Game Challenge.

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AWARD

PARTNERSHIPS

VALUE TO BE NEGOTIATED

(TWO AVAILABLE)

Prize Partner

The opportunity for one partner to be recognised as the sole provider of prizes for the 2014 STEM Video Game Challenge.

In lieu of a financial contribution, our Prize Partner will provide or facilitate the provision of up to 15 identical prizes (in the form of goods), to be awarded to the respective winners in each entry category.

Travel Partners

The opportunity for one or more partners to be recognised as providers of travel and accommodation for the 2014 STEM Video Game Challenge award winners

In lieu of a financial contribution, our Travel Partners will provide or facilitate the provision of up to 30 travel and accommodation packages to be awarded to the respective winners in each entry category, and to facilitate their attendance at the Award Presentation Event in Melbourne

In exchange for their contributions, our Award Partners will be entitled to:

• Acknowledgment as Award Partner in marketing, media and collateral.

• Logo presence/placement on the majority of marketing, media and collateral.

• Direct exposure to students, schools and school communities through promotional activity. • Strategic placement of logo on website.

• Formal acknowledgement, and the opportunity to present an award at Awards Presentation to be held at in Melbourne at PAX Australia 2014

• Representation at major STEM Video Game Challenge events, including (but not limited to) launches, workshops and information sessions. • Acknowledgement of involvement through social

media channels.

• A framed personal thank you letter from the STEM Video Game Challenge acknowledging the significant philanthropic contribution made by the Award Partner. • The opportunity to be publicly represented as a

market leader and active supporter of education, learning and technology.

INDUSTRY

PARTNERSHIPS

$10 000

(FOUR AVAILABLE)

The opportunity for one industry partner to be recognised in each of the four fields of science, technology, engineering and mathematics. The Industry Partners of the 2014 STEM Video Game Challenge will be recognised as significant contributors to the educational disciplines and practical skills exemplified and championed through the Challenge.

As an Industry Partner, your organisation will receive: • Acknowledgment as an Industry Partner in

marketing, media and collateral.

• Logo presence/placement on the majority of marketing, media and collateral.

• Strategic placement of logo on website.

• Formal acknowledgement at Awards Presentation to be held at in Melbourne at PAX Australia 2014. • Representation at major STEM Video Game

Challenge events, including (but not limited to) launches, workshops and information sessions. • Acknowledgement of involvement through social

media channels.

• Direct exposure to students, schools and school communities through promotional activity. • The opportunity to be publicly represented as a

market leader and active supporter of education, learning and technology.

• A framed personal thank you letter from the STEM Video Game Challenge acknowledging the significant philanthropic contribution made by the Industry Partner.

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COMMUNITY

PARTNERSHIPS

$1000-$5000

(UNLIMITED NUMBER AVAILABLE)

The opportunity for educational providers,

philanthropic groups and community organisations to support the STEM Video Game Challenge.

Through the active involvement of these partners, it is anticipated that the STEM Video Game Challenge will become a truly national competition and provide opportunities for engagement beyond classroom and school environments.

Community Partners may provide a financial contribution, or an in-kind contribution, such as the provision of venues, services or mentors.

As a Community Partner, your organisation will receive: • Acknowledgment of Community Partner role in

marketing, media and collateral, where appropriate. • Logo presence/placement on marketing, media and

collateral, where appropriate • Placement of logo on website

The opportunity to play a role in facilitating or hosting STEM Video Game Challenge events, including (but not limited to) launches, workshops and information sessions.

This includes the additional benefit of visitors and physical traffic associated with such events, and provides a unique opportunity for our Community Partners to showcase their products and services to a wider community.

A framed personal thank you letter from the STEM Video Game Challenge acknowledging the significant philanthropic contribution made by the Community Partner.

The opportunity to be publicly represented as a community leader and active supporter of the education, learning and technology.

MEDIA

PARTNERSHIPS

VALUE TO BE NEGOTIATED

(UNLIMITED NUMBER AVAILABLE)

The opportunity for key media outlets and online channels of communication to support the STEM Video Game Challenge.

Media Partners may provide a. in-kind contribution by promoting the STEM Video Game Challenge and raising awareness of the associated events.

Media Partners will be featured on the STEM Video Game Challenge website, acknowledged on social media and presented with a framed personal thank you letter from the STEM Video Game Challenge acknowledging the significant philanthropic contribution they have made.

Further Information

For further information on the STEM Video Game Challenge, or to discuss partnership opportunities, please contact: Deirdre Jackson Director ACER Foundation phone (03) 9277 5587 Chris Rosicka Project Director

STEM Video Game Challenge

phone (03) 9277 5768

email contact@stemgames.org.au

Visit the STEM Video Game Challenge Website:

globe www.stemgames.org.au

Follow the STEM Video Game Challenge on Twitter @STEMGamesAUS

References

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