Exhibit: National STEM Video Game Challenge

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Level up from video game player to video game maker!

Visitors to the National STEM Video Game Challenge exhibit will:
*Play video games designed by Pittsburgh-area youth
*Provide feedback to their makers
*Learn about the elements of game design
*Complete hands-on, minds-on, physical game design exercises
*Start designing their own video games

Now in its fifth year, the National STEM Video Game Challenge (www.stemchallenge.org) aims to motivate interest in STEM (Science, Technology, Engineering, and Math) learning among America’s youth by tapping into students’ natural passions for playing video games. Making a video game involves systems thinking, problem solving, iterative design, creativity, collaboration, communication and computational thinking — all critical skills for pursuing successful 21st Century STEM careers.

The 2016 STEM Challenge is presented by E-Line Media and The Joan Ganz Cooney Center at Sesame Workshop. It is sponsored by the Entertainment Software Association (ESA), the Institute for Museum and Library Services (IMLS), National Geographic, and The Grable Foundation.

Funding from The Grable Foundation supports a regional spotlight in the Pittsburgh area. From March through August 2016, hundreds of youth, mentors, educators, and families participated in over 20 game-making workshops and events held in local museums, libraries, community organizations, and schools. This exhibit will both showcase and celebrate them and their designs, as well as inspire other game-makers.

Exhibit Location: unassigned

About The Maker
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The National STEM Video Game Challenge

Now in its fifth year, the National STEM Video Game Challenge (www.stemchallenge.org) aims to motivate interest in STEM (Science, Technology, Engineering, and Math) learning among America’s youth by tapping into students’ natural passions for playing video games. Making a video game involves systems thinking, problem solving, iterative design, creativity, collaboration, communication and computational thinking — all critical skills for pursuing successful 21st Century STEM careers. • Sponsors: Entertainment Software Association (ESA), Institute for Museum and Library Services (IMLS), National Geographic, and the Grable Foundation. • Implementing Partners: The Joan Ganz Cooney Center at Sesame Workshop and E-Line Media. • In 2014-15, 5,000+ students initiated a game design document or playable game on 15 different platforms; 15 winners across 13 categories from 10 states were named, including 4 girls • Regional Spotlight in Pittsburgh, PA