Problem+Solving+and+Inquiry+Learning

=In 2009President Obama Launched the "Educate to Innovate" Campaign for Excellence in Science, Technology, Engineering & Math (Stem) Education = === This nationwide effort has injected public and private sector with over $260 million of investments. === The BIG IDEA :to move American students to the top of the pack in science and math achievement over the next decade

Inspired by the " [|Educate to Innovate] " campaign, President Obama's initiative to promote a renewed focus on Science, Technology, Engineering, and Math (STEM) education, the National STEM Video Game Challenge aims to motivate interest in STEM learning among America's youth by tapping into students' natural passions for playing and making video games. Joan Ganz Cooney Center [|E-Line Media] [|AMD Foundation], XBOX 360, [|Entertainment Software Association] , and CPB/PBS Ready to Learn. Our outreach partners include the [|American Association of School Librarians], [|American Library Association] , [|Boys & Girls Clubs of America] , [|BrainPOP,] [|the International Game Developers Association] , The Girl Scouts , 1 Economy Corporation , and Edutopia.

This nationwide competition invites game makers of every age to show their passion for both playing and making video games, while aiming to motivate children's interests in Science, Technology, Engineering, and Math (STEM). With four different categories and multiple streams to submit to, there's something for almost everyone. The Middle School and High School categories aim to motivate and engage students in STEM learning by challenging them to design and create their very own original video games. The Collegiate and Educator categories challenge emerging game developers to show us their skills by designing video games for children in pre-K - grade 12 that teach STEM curricula in a new and innovative way. Learn more about the 2012 competition, and submit a project at STEMchallenge.org. New technology sometimes brings change that is so swift and sweeping, that the implications are hard to grasp.” Such is certainly the case with the rapid expansion of media use by children and youth for ever-larger portions of their waking hours. Academics, policymakers, and practitioners show a keen interest in the digital age. And, of course, parents are scrambling to keep up with the preponderance of new gadgets that influences modern household arrangements and communication patterns(

Significantly, poor childhood health is associated with poor academic achievement. Various research studies have associated better health and physical fitness with children’s performance in school. Some schools are experimenting with maintaining dentists and doctors on-site or nearby to treat students (e.g., New York City’s Harlem Children’s Health Project at Harlem Children’s Zone; the Mississippi Children’s Health Project in the Mississippi Delta region), and the results are promising. Digital games show significant potential to promote children’s growth and healthy development. They can foster skills and knowledge that help children with academic learning, as well as habits that contribute to better health. [|Click Here to Read the Policy Brief]