New York, July 31, 2017 –The National STEM Video Game Challenge announced today the winners of the 2017 competition. This year’s winners include 23 middle school and high school students who submitted their original video games and game design concepts in platforms including GameMaker, Gamestar Mechanic, Scratch, and Unity.
Presented by the Joan Ganz Cooney Center at Sesame Workshop and E-Line Media, with founding sponsor the Entertainment Software Association (ESA), the STEM Challenge was launched in 2010 as part of the White House’s Educate to Innovate Campaign. The Challenge was designed to motivate interest in science, technology, engineering, and math (STEM) among youth by transforming their natural passion for playing video games into designing and creating their own games. This year, Games for Change sponsored a special prize for games designed to help people to learn, improve their communities, and contribute to making the world a better place. The winners of the 2017 STEM Challenge and the 2017 National Games for Change Student Challenge were also recognized at the Games for Change Festival in New York City.
Over the course of six competition cycles, students have designed and submitted nearly 20,000 original games and game design documents. “Not only are this year’s student winners among the most diverse, the games that they are making include characters who look like them and reflect the diversity of the people who enjoy playing games,” said Mark German, president, E-Line Education.
Each winner receives a cash prize of $1,000, a lifetime premium consumer subscription to Gamestar Mechanic, and the opportunity for a consultation with a game industry professional for advice on the advancement of his/her interest and skills development in design, engineering, or game making.
|Middle School (5th-8th grade) Winners|
|Kyle Roke||Foxboro, Massachusetts||Artificial||Gamestar Mechanic|
|Saida Woolf||Tehachapi, California||Twisted Petal||Open Platform|
|Lucas Armand||Malvern, Pennsylvania||Mainframe||Open Platform Team|
|Shrey Pandya||Exton, Pennsylvania||Mainframe||Open Platform Team|
|Zoe Plunkett||Milwaukee, Wisconsin||The Digestive System||Scratch|
|Sam Raymond||Midlothian, Virginia||The Trappist Incident||Unity|
|Himani Chonkar||Waukesha, Wisconsin||STEM Obstacle Course||Written Game Design Document|
|Ruth Elahi||Vineland, New Jersey||The Hunger Game||Games for Change|
|Hannah Tamagni||Vineland, New Jersey||The Hunger Game||Games for Change|
|Liakadja Whitesell||Vineland, New Jersey||The Hunger Game||Games for Change|
|High School (9th-12th grade) Winners|
|Connor Shugg||Apex, North Carolina||The Calculus Test||GameMaker|
|Mason Felton||Ripon, Wisconsin||Extinction||Gamestar Mechanic|
|Jude Morey||Beech Grove, Indiana||Keeper||Open Platform|
|Owen Cain||Washington, DC||Intervene||Open Platform Team|
|Doanna Nguyen||Washington, DC||Intervene||Open Platform Team|
|Gabriel Stevanus||Washington, DC||Intervene||Open Platform Team|
|Tochi Ukegbu||Washington, DC||Intervene||Open Platform Team|
|John Korhel||Parker, Colorado||The Pyramid||Open Platform Team|
|Alex Lawrence||Parker, Colorado||The Pyramid||Open Platform Team|
|John Ripple||Parker, Colorado||The Pyramid||Open Platform Team|
|Geneva Heyward||Corona, New York||Green Hero||Unity|
|James Nguyen||Portland, Oregon||Ultra Fishing||Written Game Design Document|
|Pranav Patil||San Diego, California||Cyber Champion||Games for Change|
The Joan Ganz Cooney Center at Sesame Workshop investigates the potential of digital media to help children learn, and collaborates with educators, media producers, policymakers and investors to put this research into action. An independent nonprofit organization, the Center addresses issues of digital equity and aims to strengthen connections between formal and informal learning environments. Learn more at joanganzcooneycenter.org.
E-Line Media is a publisher of game-based learning products and services that engage, educate and empower, helping to prepare youth for lives and careers in the 21st century. E-Line works with leading foundations, academics, non-profits and government agencies to harness the power of games for learning, health and social impact. Find out more at elinemedia.com.