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Labo, Nintendo's cardboard construction game, has always seemed ripe for exploration as an educational tool, and the company now wants to put this theory to the test.
Nintendo is partnering with the Institute of Play for an initiative to bring Labo into the classroom as a STEAM learning facilitator.
The two companies have just completed their first Nintendo Labo introductory pilot programs in 11 elementary schools in the three states of New York. The next step is to organize a five-month program beginning in November in 100 schools across the country, bringing together approximately 2,000 students aged 8 to 10 years.
A teacher's guide developed during the pilot programs will help teachers effectively integrate Labo into day-to-day lesson planning, and an online portal will provide webinars and allow teachers to share experiences and solve problems. While Nintendo will provide each participating school with two Nintendo Switch switches, two Labo variety kits and enough classroom board, the teacher's guide will also be available online and can be used at home by parents.
The initial lessons begin slowly, following the current structure of Labo. The children separate into groups and follow the instructions for the construction of cardboard fishing rods and pianos. From there, students are challenged to use Garage Toy-Con mode, a light input / output coding tool that can affect different building behaviors. For example, after building RC cars, the groups participate in a relay race and use their imagination through coding to gain an advantage.
The Institute of Play, a non-profit association made up of teachers, designers and researchers, was able to demonstrate Labo before its release in April and soon realized how it could have applications. in class.
"We are truly seduced by its unique ability to combine practical design technology with games," said Arana Shapiro, co-chair of the Institute of Play.
For Nintendo, however, it was a surprise. Education was not part of the basic design, but in tests and demonstrations in the United States, teachers and parents began to emphasize its possibilities as a learning tool. Nintendo has done its homework and decided to partner with Institute of Play, which focuses on curriculum development.
"We see this as a tremendous set of core experiences, which could then be deepened in the classroom, especially as students get older, take more advanced courses, and have more advanced experiences," he said. Reggie Fils-Aime, President and Chief Operating Officer. from Nintendo of America.
The advantage of using Labo in the field of education seems obvious: introducing a Nintendo game in classrooms tends to attract attention.
"That's where we really see Labo's magic," says Shapiro. "Students are immediately involved, and they are sort of forced to collaborate, communicate, solve problems and think critically, and they do not even realize they are developing those skills by playing."
While the initiative is focused on the US, Nintendo also collaborates with Actua, Canada's leading education and awareness organization on STEM topics, to offer Labo programs in the country.
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Labo, Nintendo's unusual board building game, has always seemed ripe for exploration as a pedagogical tool, and society now wants to put this theory to the test.
Nintendo is partnering with the Institute of Play for an initiative to bring Labo into the classroom as a STEAM learning facilitator.
The two companies have just completed their first Nintendo Labo introductory pilot programs in 11 elementary schools in the three states of New York. The next step is to organize a five-month program beginning in November in 100 schools across the country, bringing together approximately 2,000 students aged 8 to 10 years.
A teacher's guide developed during the pilot programs will help teachers effectively integrate Labo into day-to-day lesson planning, and an online portal will provide webinars and allow teachers to share experiences and solve problems. While Nintendo will provide each participating school with two Nintendo Switch switches, two Labo variety kits and enough classroom board, the teacher's guide will also be available online and can be used at home by parents.
The initial lessons begin slowly, following the current structure of Labo. The children separate into groups and follow the instructions for the construction of cardboard fishing rods and pianos. From there, students are challenged to use Garage Toy-Con mode, a light input / output coding tool that can affect different building behaviors. For example, after building RC cars, the groups participate in a relay race and use their imagination through coding to gain an advantage.
The Institute of Play, a non-profit association made up of teachers, designers and researchers, was able to demonstrate Labo before its release in April and soon realized how it could have applications. in class.
"We are truly seduced by its unique ability to combine practical design technology with games," said Arana Shapiro, co-chair of the Institute of Play.
For Nintendo, however, it was a surprise. Education was not part of the basic design, but in tests and demonstrations in the United States, teachers and parents began to emphasize its possibilities as a learning tool. Nintendo has done its homework and decided to partner with Institute of Play, which focuses on curriculum development.
"We see this as a tremendous set of core experiences, which could then be deepened in the classroom, especially as students get older, take more advanced courses, and have more advanced experiences," he said. Reggie Fils-Aime, President and Chief Operating Officer. from Nintendo of America.
The advantage of using Labo in the field of education seems obvious: introducing a Nintendo game in classrooms tends to attract attention.
"That's where we really see Labo's magic," says Shapiro. "Students are immediately involved, and they are sort of forced to collaborate, communicate, solve problems and think critically, and they do not even realize they are developing those skills by playing."
While the initiative is focused on the US, Nintendo also collaborates with Actua, Canada's leading education and awareness organization on STEM topics, to offer Labo programs in the country.