Global Goals Challenge

Minecraft & Sustainable Development Goals (SDGs)

Students are invited to form teams to enter these global challenges which are to co-create sustainability challenges using Minecraft Education. 

The aim of the challenge is to raise awareness amongst young children about the 17 United Nations Sustainable Development Goals. (SDGs). 

The objective is to co-create worlds in which innovative solutions to SDG issues can be created by participating classrooms.

Once a challenge is co-created it will become a valuable resource for teachers to use in their classrooms.  

A key feature of these resources is that they have been cleverly created so that they can be applied to solve any design thinking challenge across the SDGs. 

The pilot will involve a selected team of students and mentors to create a world in which flood mitigation solutions can be tested. This issue is a Sustainable Cities (SDG 11) target.

Utilising the Minecraft Worlds created in the Global Goals Challenge teachers are able to run project-based lessons involving Minecraft Edu. These lessons can be delivered in class or online.

Combine Design Thinking with Gaming

The Global Goals Minecraft Challenge integrates design thinking into integrated STEAM (Science, Technology, Engineering, Arts and Mathematics) units of work with the added value of the United Nations Sustainable Development Goals (SDGs) lens. Teachers are able to implement these challenges in their classrooms knowing they will be fully supported as Guides for their student Explorers.

The Guiding Curriculum

The guiding design thinking framework for the Straylings Minecraft Challenge is from an Australian State Education Department. 

The New South Wales Education Department’s Design Thinking Across the Curriculum, introduces students to the design thinking process through a practical, hands-on application, including engaging with the community. Published in 2019, it is an online, interactive resource which explores the five main stages of this creative problem-solving methodology – empathise, define, ideate, prototype and test. It was created to complement the Game Changer Challenge, a department initiative which recognises that the great challenges of the future will be solved by today’s students and poses its own authentic challenge to students.

The pilot project will involve different teams of students aged between 9 and 14, from three (3) diverse (urban, rural and remote) schools or educational establishments (where schools are not available).

For expressions of interest in this project please contact us.