Published: Friday, April 13, 2012
Updated: Thursday, April 12, 2012 19:04
On March 30, the Society of Mexican-American Engineers and Scientists conducted a live-version of the popular smartphone app, “Angry Birds.”
Students used a 5-foot slingshot to fling kickballs and tennis balls into a wall of cardboard boxes, knocking them down.
Really, they were exploring physics and engineering.
The Science Extravaganza aimed to educate and inspire visiting high school students to pursue careers in science, technology, engineering and mathematics.
There’s no better way to entice students into learning than applying educational value to something that provides as much seemingly brainless fun as “Angry Birds.”
To capitalize on this discovery, this college could employ live versions of other popular smartphone games to encourage education and active participation.
The visual arts program could set up blank paper and markers in the mall for a live recreation of “Draw Something” to allow students to indulge their artistic sides.
The English program could set up “Scrabble” boards, similar to a chess park, to encourage students to expand vocabularies or improve spelling.
Activities don’t need to be entirely based on smartphone apps.
The music program could set an upright piano in the mall and allow passersby to create lovely music — or noise.
These are just a few of the possibilities.
Just because something is educational doesn’t mean it can’t be fun.