The Game Plan: How the Program Works
The success of the Girls Who Game program comes from a clear structure paired with flexible, creative tools. The program blends classroom learning with team-based build competitions, where students design, test, and iterate together inside Minecraft Education.
The experience unfolds like a game progression—each level unlocking new skills, confidence, and creative freedom.
- Foundations: Learning the tools and controls
- Design Sprints: Planning, prototyping, and building together
- Build Challenges: Tackling real-world problems through open-ended design
At the end of each match, judges score teams on collaboration, creativity, and functional design—making the process clear and goal-oriented from the start. Minecraft Education is the game of choice because of its flexibility and its ability to reward teamwork.
As Annie Slater, Principal at the Toronto District School Board, explains, “Minecraft allows for almost anything to come to fruition as long as the students work together.”
Its open sandbox design gives students agency over the resources and tools they use, engaging learners in ways that more traditional approaches often can’t.
Katina Papulkas, Senior Education Strategist at Dell, adds, “Minecraft has that open sandbox design. The students have the opportunity to choose the resources, what tools they want to work with, and more. It’s a great way to engage kids.”
Many teachers are initially hesitant to engage with video games, but Girls Who Game intentionally creates room for students to lead. Teachers step back, and girls step up—taking ownership of their learning, teaching one another, and building expertise together.
By empowering learners and supporting educators, the program creates an environment where girls can explore, learn, and thrive. Inside Minecraft, collaboration is visible—students divide roles, negotiate ideas, and build side by side in the same shared world.
As Annie highlights, “They find their own rules. They’re emphasizing communication, collaboration, creativity, and working as a team.”
Benefits for Learners and Educators
Girls Who Game delivers benefits that extend well beyond the screen. One of its greatest strengths is engaging students who may not respond to traditional instructional approaches.
Annie recalls her own classroom experience: “I was teaching Grade 7, and we were studying Canadian history. And the kids asked, ‘What about Minecraft?’ They explained they could rebuild the War of 1812 in Minecraft and show everyone. I said go ahead—and they did an amazing job. Kids who usually aren’t even listening were on the edge of their seats. I was hooked.”
Alongside engagement, the program builds essential skills such as critical thinking, problem-solving, and collaboration.
Dr. Nekia Tharps Becerra, Strategic Program Manager for Girls Who Game, emphasizes that delivery matters as much as content: “A huge piece of it is the content, but the method of delivery is just as important. If we can get girls excited about STEM through this program, then we’ve won.”
The program also opens doors for students who may not participate in traditional sports or extracurriculars.
Annie explains, “We have kids that say, ‘I could never make it on any other sports team, but I really love to play Minecraft.’”
That sense of belonging builds confidence and helps students see new possibilities for themselves. Girls Who Game also tackles socioeconomic barriers by providing devices to participating students.
As Annie notes, “Minecraft esports help us level the playing field. We supply the devices for the students, and that means better socioeconomic and gender equity.”
Over time, educators begin to see a shift—not just in skills, but in confidence. "It's an excellent example of play-based learning," Katina explains. "The girls can code so fast now. They know their roles and responsibilities. They communicate with each other. It’s a thing of beauty to watch them in action.”