The STEM Challenge, Video Games, and Education
The following is a guest post by Alvina Lopez. Visit her site linked at the end of this post. Learn more about the STEM Challenge at stemchallenge.org.
- JR
Not only can video games provide a means of helping learners achieve an education, but also they can serve as the impetus for that education. That’s where The National STEM Video Game Challenge comes in, a nationwide contest aimed at promoting our students’ abilities in Science, Technology, Engineering, and Mathematics, subject areas in which our students have fallen behind the rest of the world.
The STEM Challenge, part of President Obama’s latest initiative to encourage science-based educational improvements, consists of two contests: the Youth Prize and the Developer Prize. The Youth Prize will reward student designers in grades 5 through 8 who create excellent games playable on open or free gaming platforms. The Developer Prize is for experienced game developers who can create the best game that gets young children excited about STEM subject areas.
But what does this contest tell us about gaming and education? Well, first, it suggests that there is occurring a shift in our educational culture that embraces gaming as another vehicle of education. Secondly, it suggests that gaming pedagogy is moving further into mainstream educational systems. Hopefully, this contest can elicit quite a few entries from students and professionals alike. After all, the more participation we see in national initiatives such as these, the better our gaming development will become, especially games with educational applications.
At least that’s the idea, right? It’s a noble idea, but also an urgent one, as recent reports show alarming changes in the way our students compare to the rest of the world in math and science. Although our students’ scores haven’t dropped significantly between 2003 and 2006, in 2009 the National Center for Education Statistics showed data that placed 15-year-old students well below their counterparts in other countries. For example, our high school students fell to the bottom quarter in math, behind students from China, Estonia, and Finland. Our high school students also fell behind the Czech Republic, Canada, and Japan in science. And, according to Secretary of Education Arne Duncan, such a gap can create economic troubles in the future.
What this STEM Challenge seeks to do is invite students into the development process in order to use the joy of creation as an additional learning method. The challenge suggests that in addition to building games that help children learn, we should also encourage an active interest in education on the part of the students. Certainly as we have seen, educational games help children learn by posing problems for them to solve rather than teach them the traditional way, but this challenge takes that one step further. It requires the students to first figure out what problems exist for their design considerations, then asks them to solve those problems. It encourages them to take control of a part of their learning, which is one way we’ll be able to remain competitive globally.
This guest post is contributed by Alvina Lopez, who writes on the topics of accredited online colleges. She welcomes your comments at her email Id: alvina.lopez at gmail.com.




