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Our societies and economies rely heavily on highly educated and competent people. Skills such as creativity, critical thinking, taking initiative and problem solving play an important role in coping with complexity and change in today's society. Too often, science is seen as something separate from all other subjects or disciplines in education, disconnected from people’s lives beyond school. While science influences all parts of our lives and our decision-making processes. Along with language and artistic literacy, knowledge of science and mathematics is the basis for personal accomplishment and responsible citizenship, social and economic development, and a benchmark of innovation, entrepreneurship and competitiveness in our global world.STARS GAME is a 3-year project aimed at developing innovative game-based and inquiry-based practice to bring research into schools through the collaboration of international institutions. Activities will involve 10-13 years old students and their teachers in 4 countries, as their science curricula are focused on a deeper knowledge of the three sciences – biology, chemistry and physics – and of the scientific method. The key competences developed by students will raise their awareness of the different aspects encompassing science in today’s society, nurture their curiosity and cognitive resources in this field and develop positive attitudes to scientific research. Students will be aware both of careers in science, as an important cultural and humanitarian activity, and of careers from science, regarding the extensive range of potential careers that the study of science affords. Moreover, STARS GAME project will improve in students evidence-based reasoning for decision making and competencies for problem-solving and innovation, as well as analytical and critical thinking.The overall objectives: 1.to develop innovative game-based and inquiry-based practice to bring research into schools;2.to foster international collaboration and networking development of the involved organizations on a EU scale; 3.to contribute to raise students’ curiosity and trust towards scientific research, to increase students’ critical thinking and to develop multidisciplinary vision of scientific research characterized by uncertainty.Project activitiesStudents involved in STARS GAME project will not be passive learners, but they’ll be actively involved, thanks to a gaming and inquiry-based approach. Moreover, the project includes activities involving researchers, as a source of inspirations for pupils, raising their curiosity towards scientific research and boosting enrolment in scientific fields of study. A crucial aspect of the project activities and its innovative approach is given by the methodology used to develop the escape room in the project, the inquiry-based learning, that was never carried out by the project participants in this form. Workshops with trainers and scientific communicators aimed at teachers and researchers are organized in 4 countries during 3 years. Innovative methods for teaching science are applied and as results guidelines are produced for teaching science with an inquiry based and game-based learning approach with surveys and teachers kit. Recommendations for the escape room are developed.Workshops with scientific communicators aimed at students will be organized in 4 countries. A digital escape room is designed and developed to stimulate the interest of students from 10 to 13 year old in the field of biomedical research, through active involvement and a gamification of educational activities. The laboratory consists of a sort of investigation on an unknown pathology in which teams of researchers, in different fields, compare their work in order to understand the disease. The output is the web application.The escape room is implemented in schools in Italy, Germany, Spain and Slovenia during the 3 phases of the project. The results are the development of a Digital Escape Room in 5 languages focused on inquiry based and game based learning in science education.The results of the workshops and the implementation of Escape room are for researchers, teachers and students the development of the methodologies for researchers to increase the capacity to communicate science and the development of methodologies for teachers for the science teaching; Guidelines developed for teaching science with an inquiry based and game based approach and Guidelines developed for scientific communication for researchers.The results for students are a larger and reinforced interest and trust to scientific research and the development of a scientific approach, increased critical thinking, and a multidisciplinary vision of scientific research characterised by multidisciplinary approach.The communication activities and 4 multipliers event allow further dissemination with the largest number of schools and involve teachers who may join the project in the future.
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