Connect-ed Issue 47 February 2019 | Page 9

#NAEMI T Hacks the Global Games The Americas Regional Event, The Global Games, sees over 1000 students from the different schools come together to compete in an Olympic Style sporting festival ? a unique opportunity to engage students within a different forum. A conversation between colleagues during the Summer MIT Professional Development Week sparked the idea of ?hacking? the Global Games. It grew from the collective belief that STEAM education was intrinsically embedded within Sports, and that this event would be the perfect host. The theme behind the challenges for 2018-2019, Super Heroes, particularly the challenge ?Epic Identity?, gave the perfect context for the STEAM takeover area within the Olympic Village. The Epic Identity challenge focuses on the idea of both analyzing and enhancing human performance through wearable technology, inspired by the research of MIT?s Professor Leia Stirling and her team. The Global Games therefore provided the unique chance for Sport and STEAM to be fused together by giving students the resources to analyze their own physical performance and, as a result, consider how advancements in technology could change sport in the future ? it allowed a true cross-curricular, potentially even an anti-curricular, learning opportunity for those who attended. The depicted sidekick to Professor Leia Stirling super hero character in the Epic Identity challenge is MIT?s Richard Fineman, who attended the event to support with the running of the STEAM tent. His expertise in analyzing human performance via wearable sensors provided the students the exciting chance to observe and interpret live data relating to them completing a sport of their choice. The sensors used were ?PocketLab One? which provided Jennifer Taylor Physics & Chemistry Specialist Head of Science British School of Chicago, South Loop live data relating to a wide variety of variables including velocity, acceleration and pressure. Having an engaging, passionate and relatable MIT PhD student provided another dimension to the activities; it resulted in conversations and mini investigations being developed which went far beyond the realms of the Global Games. Other activities incorporated into the STEAM area used other technologies such as MaKey MaKey, Scratch and Robotics ? all planned by teachers from a collective of schools within the Region who had attended the Summer MIT PD training. The overall challenge of running the STEAM tent was that this was not a STEAM event, and therefore there was not a captive audience of STEAM-minded students. Our aim was always to exploit this opportunity of having potentially not necessarily ?STEAM? motivated students together and exposing them to the MIT Collaboration and how the philosophy behind it filters into all aspects of life. Over the course of 2.5 days over 150 students independently opted to visit the STEAM tent and actively participated in the range of activities/projects available to them. Each day the activities evolved and changed in response to the desires the students expressed. This resulted in a student-led investigation area, which harnessed and forged the expertise of Richard Fineman, the Epic Identity Challenge and overall the curiosity of the students themselves. The real success and excitement associated with the Hack was observing students engage with Richard, and seeing an interest ignite within them that drove them to investigate their own related questions using the resources available to them.