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Toronto Schools: Unleashing the Creativity of Girls Who Game in Canada with Minecraft Education

29 Jan 2026 Minecraft Education Esports around the world

Opening New Worlds for Girls Who Game

In classrooms across Toronto, girls are building worlds, solving problems, and leading teams—block by block. Girls Who Game is helping make that possible by using Minecraft Education as an on-ramp to esports and STEM. One initiative helping drive that change is the Girls Who Game program in Canada. Launched in 2019 as a partnership between Dell and the Toronto District School Board, the program is designed to bring more school-age girls into esports—and spark excitement around STEM. By using Minecraft Education as its platform, the program has continued to grow, engaging more students, schools, and educators each year while meeting learners in a space they already know and love.

A card that says "Toronto- Unleashing the Creativity of Girls Who Game" is pinned on a blue pixel map.

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.”

A Minecraft-style cow and cat are looking at a monitor on a computer desk.

Changing the Game: Bringing More Girls into STEM and Esports

At its core, Girls Who Game is about identity, helping girls see themselves as builders, problem-solvers, and creators in STEM and esports. STEM and esports have historically underrepresented women, and the program works to change that by offering early exposure and positive, confidence-building experiences.

Nekia underscores the importance of access: “We are very passionate about giving girls access to opportunities they have not historically had. That exposure is going to hopefully lead them into STEM-related careers later in life.”

Gaming serves as a familiar and engaging medium for introducing complex STEM concepts, helping educators meet students where they are.

As Nekia explains, “That’s our responsibility as educators—to ensure the experiences we provide meet students’ needs. That’s education.”

By operating in a space traditionally dominated by boys, the program also challenges stereotypes.

Annie notes that for some participants, gaming wasn’t culturally encouraged: “A lot of our girls come from very culturally diverse families where it was not the norm for girls to play video games.”

Girls Who Game creates a supportive environment where students can explore without intimidation. The competitive element of esports adds another layer of motivation.

As Nekia observes, “The esports competition gets girls engaged and gets them excited about STEM.”

Through collaboration and friendly competition, girls build skills—and begin imagining futures in fields they may not have previously considered.

The Final Build: Powering an Inclusive Future

The Girls Who Game program in Canada demonstrates how thoughtful, game-based learning can transform engagement and opportunity. By using Minecraft Education as a platform for play-based learning, the program teaches valuable STEM skills while empowering girls to explore gaming, technology, and teamwork with confidence.

As the program continues to grow, it holds the potential to inspire a new generation of girls to reshape the future of STEM and esports. By meeting students where they are and giving them the tools and support to build, collaborate, and compete, Girls Who Game is unlocking creativity across Canada—and proving that when learners are given the right world to explore, there’s no limit to what they can create.

Ready to Press Start?

From challenges, playbooks, and lesson plans, Minecraft Education has everything you need to bring inclusive esports and game design to your learners. Get started today.