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UNESCO MGIEP's Annual Report 2019

2019 was a critical year for the Institute - with various products rolling out to pilot and implementation stage. Read the Institute's Mission-based Annual Report on the impact the Institute made during the year, as it works towards achieving the UN SDG 4, Target 7.

2019 was a critical year for the Institute - with various products rolling out to pilot and implementation stage. Read the Institute's Mission-based Annual Report on the impact the Institute made during the year, as it works towards achieving the UN SDG 4, Target 7.

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GAMES<br />

FOR LEARNING<br />

Increasingly, studies indicate the strong<br />

pedagogical properties games have<br />

for learning. The use of games for<br />

teaching mathematics, sciences and<br />

the humanities is becoming part of the<br />

educational landscape. In parallel, there<br />

has been a surge in game development<br />

for teaching social and emotional learning<br />

skills. Further, games are being used in<br />

assessments and evaluation of student<br />

learning. <strong>UNESCO</strong> MGIEP, through its<br />

Games for Learning project seeks to<br />

embed social and emotional learning skills<br />

in learners (13+) through digital games in<br />

formal and informal education systems, in<br />

order to achieve the UN SDG 4.7.<br />

• In <strong>2019</strong>, the Institute designed a digital SEL curriculum for its<br />

indigenously developed game, World Rescue. Additionally, SEL<br />

Learning Modules were designed for four existing “commercialoff-the-shelf”<br />

games, titled Bury Me My Love, Gris, This War Of<br />

Mine And Florence, all of which are available on FramerSpace.<br />

• Teachers from 8 universities in 6 countries (India, Bangladesh,<br />

Bhutan, Nepal, Sri Lanka and Japan) were trained to implement<br />

and pilot test Cantor’s World, a game designed to educate<br />

teachers and learners about the Inclusive Wealth Index.<br />

• In collaboration with the Communication and Information<br />

and Education sectors of <strong>UNESCO</strong>, the Permanent Delegation<br />

of Finland, the Ministry of Human Resource Development,<br />

Government of India and its key technology partners, Samsung,<br />

India and Hatch Entertainment Global, the Institute set up<br />

a Gaming Zone at the 40 th <strong>2019</strong> <strong>UNESCO</strong> General Conference<br />

in Paris, France for 11 days. This initiative was a part of<br />

Media Information Literacy and Digital Gaming side event<br />

at the General Conference and saw attendance and hands on<br />

experience by over 200 participants.<br />

• At the 40 th <strong>2019</strong> <strong>UNESCO</strong> General Conference, the Draft<br />

Guidelines for Digital Learning Applications were launched by<br />

the Minister of Human Resource Development, Government of<br />

India, Shri Ramesh Pokhriyal ‘Nishank’. The Draft Guidelines<br />

were developed to identify digital learning experiences that<br />

would support and assist developers, designers, students,<br />

teachers, parents and administrators—in their efforts to<br />

develop or select high-quality, credible, and appropriate gaming<br />

and digital learning applications.<br />

ANNUAL REPORT <strong>2019</strong><br />

MYDREAM PROJECT<br />

In response to the Ministry of Human Resource<br />

Development, Government of India’s request<br />

to reduce stress and depression among young<br />

learners, in 2018, <strong>UNESCO</strong> MGIEP designed<br />

a two year research pilot to use project based<br />

and social emotional leaning interventions,<br />

facilitated by digital pedagogies. This project<br />

was conducted in collaboration with a unique<br />

network of over 500 residential, regional<br />

government schools for grades 6-12. Further,<br />

Samsung India provided the technology<br />

and funding through a grant to support the<br />

study. A final report assessing whether these<br />

interventions significantly achieved reduction<br />

of curriculum stress and improved learning<br />

outcomes will be made available at the end of<br />

the two year pilot, in 2020.

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