Gamifying STEM Education Through Cooking

Gamifying STEM Education Through Cooking

Layla Sabourian, CEO/Founder, Chef KoochoolooGAMES IN K-6, 7-12

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I want to present how gamified technology paired with cooking techniques can change how children learn STEAM (Science, Technology, Engineering, the Arts and Mathematics). Cooking can not only broaden children's palates, but their minds as well. When properly incorporating national education standards to each lesson, children can retain information through a more hands-on approach to learning.

This then gets kids more excited to learn and to eat much healthier as well. There are plenty of educational apps and games out there that aim to gamify STEAM for children, but none of these have a hands-on cooking component. We believe it is this hands-on approach that allows students to better retain this information both inside and outside the classroom.

Our audience will learn just how a mixed gamified platform and hands-on cooking approach to learning can help K-5 students retain STEAM learning and national education requirements. Our goal is to provide attendees with a basic overview of the current education industry and how suitable games within the classroom can be effectively utilized to boost students' grades and overall enthusiasm for school.

Attendee Benefits

"Our audience will learn just how a mixed gamified platform and hands-on cooking approach to learning can help K-5 students retain STEAM learning and national education requirements. Our goal is to provide attendees with a basic overview of the current education industry and how suitable games within the classroom can be effectively utilized to boost students' grades and overall enthusiasm for school.

We will also be handing out pamphlets and handouts to our guests for further information. We hope that these pamphlets will best summarize our points as well as leave the audience thinking more about how to integrate educational gamified technology into everyday school curriculums.

Wed 12:00 am - 12:00 am
GAME / INSTRUCTIONAL DESIGN, K12, USING GAMES IN K-12