S.E.E.D. was a summer STEM learning program at The University of Chicago, that unfolded both online and on The University of Chicago campus from July 7-August 8, 2014.
S.E.E.D. took the form of an extended game with a unifying narrative, played over three weeks using a variety of activities to solve Science, Technology, Engineering, Math and arts-related challenges. This program was followed by a two-week game design workshop, in which youth used STEM skills honed over the previous three weeks to create their own games.
S.E.E.D. was part of the Chicago City of Learning, a groundbreaking year-round initiative that gives young people the opportunity to take new paths of discovery, explore the city's rich resources, and find out what they can learn, make, do, and ultimately become. S.E.E.D. was made possible by the support of the John D. and Catherine T. MacArthur Foundation, the Neubauer Family Collegium for Culture and Society, Aramark Higher Education, and the University of Chicago Humanities Division and Humanities Visiting Committee.
According to GCC Co-Founder, Dr. Patrick Jagoda:
[S.E.E.D.] connect[s] art and humanities-oriented critical thinking with STEM. Currently, women and persons of color are underrepresented in STEM education and careers. This lack of diversity produces representational imbalances, decreases job opportunities, and narrows possibilities for innovation in both the theoretical and applied sciences. We hope that an engrossing narrative, a participatory game, and a multidisciplinary curriculum will help connect our students to these fields. Along the way, we are interested in youth developing twenty-first century literacies that include interpersonal collaborative abilities as well as new media and design skills. Many high schools lack the resources to tackle literacies linked directly to digital technologies, systems thinking, and social networks. Such capacities might prepare youth not only for their future professions but also for the forms of serious thought and critical making that are essential to inhabiting America in our historical moment.
Read press coverage of S.E.E.D. in the following publications:
Learn about the process through the eyes of S.E.E.D. designers, mentors and staff!
- On Alternate Reality Games and Game-Based Learning: An Introduction to S.E.E.D.: Patrick Jagoda
- On Transmedia Storytelling: Chris Russell
- On Game Design for STEM: Nate Crumpley
- On the Science Debates: Bea Malsky
- On Week 1 of the S.E.E.D. Alternate Reality Game: Peter McDonald
- On Mentorship: Megan Macklin
- On Invisible Theater and Acting in an Alternate Reality Game: Bill Hutchison
- On Being a Mentor in an Alternate Reality Game: Anna Cohn
- On the Locative iPad Scavenger Hunt, D.O.T.S.: James Taylor
- On Week 2 of the S.E.E.D. Alternate Reality Game: Ashlyn Sparrow
- On Suspended Disbelief and Set Design in an Alternate Reality Game: Keith Wilson
- On Playing With Faith: Seed Lynn
- On Media Production in an Alternate Reality Game: Philip Ehrenberg
- On Week 3 of the S.E.E.D. Alternate Reality Game: Leslie Gailloud
- On Science Fictions and Ludic Realities: Patrick Jagoda and Melissa Gilliam
- Addressing Social Issues Through Games and Game Design: Melissa Gilliam
- On Perspectives in Project S.E.E.D.: Lauren Whalen
- On Collaboration and Mutual Negotiation: Collin Soderberg-Chase
- On Mentorship and Game Design: Rodney Allen
- On Research for an Alternate Reality Game: Camille Fabiyi
- On Gender and STEM in Project S.E.E.D.: Olufunmilola "Lola" Oladini
- On Being an Intern for the Game Changer Chicago Design Lab: Julius Stein
- On Game Design Skills Tracks: Patrick Jagoda and Design Workshop Leaders
- On The Source vs. Project S.E.E.D.: Angela Heimburger
- On a 5-Week Game-Based Learning STEM Program and Its Aftermath: Melissa Gilliam and Patrick Jagoda