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Inclusion and Education through Gaming

Nov 28, 2024

Lecture Notes: Lights, Camera, Inclusion

Introduction

  • Series Name: Lights, Camera, Inclusion
  • Platform: Now and Next, Canada Media Fund's editorial platform
  • Focus: Ensuring kids and youth access to inclusive, insightful, and engaging content
  • Episode: Third episode in Toronto

Guest: Dr. Chris Alexander

  • Role: Associate Professor of Game Design, Toronto Metropolitan University
  • Position: Director of the Red Bull Gaming Hub
  • Advocacy: Video games as interactive learning tools
  • Parental Role: Parents should curate inclusive games for children

Red Bull Gaming Hub

  • Focus Areas:
    • Video game design
    • Solo production
    • Evolution of education
  • Teaching Methodology: Practical application of theory, called 'pilot training'
  • Facilities: 36 stations for training

Gaming as a Learning Tool

  • Components: Combines audio, text, video with autonomy
  • Learning by Doing: Players learn through interaction and feedback
  • Example: Falling in a game teaches caution

Teaching Empathy and Social Skills through Gaming

  • Example Game: Virginia - based on a true FBI story
  • Teaching Method: Students play and discuss games in class
  • Outcome: Builds understanding and personal connection to stories

Curating Inclusive Gaming Content

  • Story: Personal story of financial literacy through gaming
  • Advice to Parents: Be involved in curating games
  • Example Initiative: Teaching underserved communities to build computers

Myths and Facts About Gaming

  • Gaming Addiction: Addressing parental concerns
  • Financial Responsibility: Encouraging self-support through gaming
  • Diversity in Gaming: Importance of visible curators and librarians

Creating Inclusive and Diverse Games

  • Current Projects:
    • Typing game with geolocation-based bread recipes
    • Game about family and fatherhood

Challenges and Solutions in Game Design

  • Inclusivity Myths: Need for more diversity in hiring
  • Parental Involvement: Parents as curators of children's gaming content
  • Technology Education: Educating parents and students alike

Conclusion

  • Empowerment Through Knowledge: Teaching and enabling self-sufficiency
  • Encouraging Participation: Debunking the fear of creating and designing
  • Final Thoughts: Emphasizing action and personal capability