From Playing to Teaching to Learning – How Video Games Can Support the Union of Skills
Date: 9 April 2025
Timing: 9h00 - 12h00
Venue: Atelier 29 - Rue Jacques de Lalaing 29, 1000 Bruxelles
Event Description:
Joint presentation of the UNICEF Game Changers Coalition partnership with the Global Video Game Coalition (GVGC), and the Video Games Europe and European Schoolnet research report on Games in Schools.
Join us for an event focused on how video games can support Europe’s ambition in achieving the Union of Skills - in providing young people with necessary STE(A)M skills and upskilling of teachers.
We will start with the presentation of the UNICEF Game Changers Coalition (GCC), which is delivering transformative results in seven countries in educating young people through an innovative STE(A)M curriculum facilitated by video games creation. Adolescent girls will share their first-hand experience from the programme.
The Global Video Game Coalition, a partner of the UNICEF GCC, will discuss how it supports innovative programmes like the GCC. This will be followed by the launch of the Games in Schools EU-wide survey report, lead by European Schoolnet on behalf of Video Games Europe.
The report, based on a survey of 2,000 educators and video games experts across Europe, explores the enablers, obstacles, challenges and opportunities of using video games in education. This session will also feature a hands-on demonstration from a teacher. REGISTER HERE
Programme:
08:30 - 09:00 | Registration and welcome coffee |
09:00 – 09:15 | Opening remarks |
09:15 – 10: 15 | Presentation from UNICEF Game Changers Coalition Programme
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10:15 – 10:30 | Coffee break |
10:30 – 11:45 | Presentation of the Games in Schools report by the European Schoolnet
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11:45 – 12:00 | Closing remarks |
12:00 | End of event |
This event is a platform for policymakers, educators and industry professionals to discuss the future of STE(A)M, skills and upskilling and connect on the Union of Skills. Participants will learn how video games can be a tool to bridge the digital skills gap and enrich students' and teachers' experiences - from playing to teaching to learning.
