Title: Rebooting the Classroom
Date: 4 November 2020
Time: 19:00
In this modern world, children are growing up with many powerful technological tools right at their fingertips, one such tool being digital games. Join Malta Caf茅 Scientifique on 4 November 2020 for a fascinating panel discussion on the power digital games can have as a learning tool in the classroom. A study by the Interactive Software Federation of Europe found that 54% of Europeans aged 6-64 years played digital games, with the most popular age group being those aged 11-14 years (84%). Considering this, it has become increasingly more important to try and use digital games as a positive educational resource. They have the potential to support the acquisition and understanding of knowledge, experimentation, creativity, problem-solving, empathy, decision making skills and current real-world issues.
The panel will consist of:
- , a resident academic at the Department of Technology and Entrepreneurship Education, Faculty of Education at the University of Malta,
- , who is currently working on science learning and AI education through digital games as a postdoctoral researcher at the Institute of Digital Games, University of Malta and,
- Jonathan Barbara, a senior lecturer in Creative Computing and Games Design within the Faculty of Computing at Saint Martin's Institute of Higher Education (SMI)
The talk starts at 19:00 and this event is being hosted online, we look forward to seeing you there!
Malta Caf茅 Scientifique can be found and .
If you would like to attend this online, event please fill out the . The video link will be sent close to the event.
This event is a satellite event for Science in the City 2020, Malta鈥檚 science and arts festival.
Malta Caf茅 Scientifique thanks the STEAM project, Spazju Kreattiv for hosting this event, the University of Malta, and Malta Chamber of Scientists (of which the caf茅 forms part).
