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Project  TEAM

Digital Improvement by Game In Teaching

The project integrates the contributions of the multidisciplinary team constituted by ecologists, climatologists, group trainers, computer scientists and also teachers and educators; they will carry out the activities sharing their experiences and knowledge working together to supply innovative didactic suggestions and tools to target audience (student, teachers, school etc.). 
The work team composition provide different expertise and perspectives, some of them related to research communication (IBIMET), other directly related to final users (SENSALE High School,TAGES and K12) and other jointed with entrepreneurship (CLICKS&LINKS) enriching the project outputs of formal and informal contents for a wider use and spreading.
DIGITgame is a new approach to communicate and teach traditional topics of environmental sciences by the use of the new thematic of Smart Cities and taking advantage introducing the videogame solution. This didactic strategy will permit to reinforce the achievement of advanced and high quality competences, both in scientific topics and digital knowledges.
DIGITgame intends to provide a new approach to transmit and develop specific science subjects: climate dynamics, changes and evolutions; plants physiology and ecological role; human health and well-being; analysis and use of qualitative and quantitative observation and data.  These thematic, linked and conveyed by Smart cities concepts, represent an upgrade of basic science foreseen in the high school curricula. The identified target group are students between 14- 17 years old with the goal to face the underachievement of crucial topics in science expertise and to create the base for the further learning.
Proposed strategy, which integrates didactic method of traditional lectures with direct active involvement of students by the use of basic industrial (technical) tools, supports educators to perform high quality and dynamic teaching. 
The main output of DIGITgame project is a videogame invented, designed and developed by the students, videogame based on the scientific skills learned (Phase 1) and useful to reach and involve other student targets. The videogame idea and challenge foresee to conceive a Smart City based on positive and negative choices derived from the lessons learned (Phase 1).
The experience to build this sw tool provides an alternative approach to spread actively notions and concepts over passing traditional methodologies and involving a wider audience of students for the teachers. Moreover the challenge to develop a game useful for other students, will stimulate a new approach of the young people towards the acquired digital tools and knowledge. 
Proposed methodology and project outputs are also easy to use and to replicate in different contexts and with different didactic topics. Project steps and results will be detailed in complete guides for the stakeholders, to supply the necessary competences, examples and integrative information. 
The DIGITgame outputs will be open and free (Open Educational Resources, OER) to promote access to a wide target audience. Using the videogame, educators and students will improve their ICT and digital competences actively integrating them in their teaching and learning.  With DIGITgame they are not only consumers of technology but they will be actors in creating and contributing with ideas, experiments and experience sharing. Moreover in the mid-term, the project involves different professional skills (research, industry, didactic) encouraging exchanges and promoting professional development and employability.

DIGITgame

ERASMUS+ contract n. 2017-1-IT02-KA201-036822

start 31/12/2017   -    end 30/12/2019

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