DIGITgame (Digital Improvement by Game in Teaching) is a 2-years Project funded by Erasmus + Programme of the European Union and it started on Dec 31st, 2018 to develop STEM, ecological, ICT and digital skills of young students through the playful video games in smart city concept and to make them more creative, innovative, competent and enthusiastic students on science.
The consortium of the project gathers a group of organizations and people from three countries (United Kingdom, Italy, and Turkey) whose competences and capacity complement each other ideally to achieve the project objectives:
- IBIMET-CNR (IT), the Project Coordinator, R&D entity, engaged in a lot of projects on activities of scientific and educational programs directed to/for adults and students, able to provide knowledge and expertise on climate, meteorology and their connection to the environment
- TAGES (TR), an SME leader in preparing and coordinating R&D and innovation projects with a strong ICT curriculum in managing activities related with Smart Cities concepts
- CLICKS&LINKS (UK), a company specialized in didactic visualisation and gamification including the creation of virtual worlds and VR applications
- Foundation K12 (TR), an innovative foundation expert in developing and using learning tools, resources and on-line collaborative platforms for students and teachers, able to learn, teach and co-create contents for STEM courses
- SENSALE (IT), a high school science-based represents the perfect context to develop-with, apply and test the methodologies and strategies core of gamification in Smart City concept deepening.
DIGITgame Project Partners at the Kick-off Meeting in Manchester, Jan 16, 2018
How DIGITgame works?
The main target groups of the project’s activities and results are Educators, Teachers and Learners communities, in formal (schools) and informal (education foundations, research scientific institutions) learning scenarios. DIGITgame promotes a gamification activity as integration of STEM concepts acquired by aimed lessons and an active engagement of students as “gamifiers”; it represents a strategy to build a shared and exciting collaboration between teachers and learners to overpass knowledge underachievement:
The strategy of the DIGITgame
Project Activities Started!
The project partners officially started the project activities with the Kick-off Meeting of the Project which was hosted by the Clicks&Links on 16-17 January 2018 in Manchester. After the kick-off Meeting, the project partners prepared the students’ attitude questionnaire, collected answers from the pilot students and analyzed them. According to the results, DIGITgame lessons were designed, developed and several workshops was organized to give lessons to the pilot students both in Turkey and Italy on the science subjects: air composition, air pollution, climate and plant interaction, renewable energy, sensors and weather station tools, 3R waste collection, urban pollution, photovoltaic energy until now. The DIGITgame lessons will continue until the end of May 2018. Besides having DIGITgame lessons, the pilot students also started to test the videogame platforms to be used as DIGITgame videogame platform.
Sensale Pilot Students (IT) completing the students’ attitude questionnaire of DIGITgame
Foundation K12 Pilot Students (TR) having DIGITgame ‘Air Composition’ workshop
Sensale Pilot Students (IT) having DIGITgame ‘Renewable Energy’ Workshop
Foundation K12 Pilot Student testing the DIGITgame Videogame Platform
What is for you in the DIGITgame?
At the end of the Project there will be 4 main outputs of the project as follows and they will be accessible for everyone through the webpage of the project: https://digitgameproject.wixsite.com/digitgame
- Pedagogical material: Methodology for cross – subject teaching of environment education using Smart city concept to think and support the development of science, math and ICT skills
- STEMgame Video Game platform: The proposed new approach intends to enhance the student’s ability to learn scientific and ecological skills by an intense and enjoyment involvement. Mixing the engagement in video game project and the excite to image a tool to share, we promote an active learning by doing and with a well defined goal.
- Toolkit for Players: Kit with all the games carried out in the project and related competition storytelling.
- Methodology for Exchange innovative experiences: Assessment methodology and materials for sharing best practices or learning new skills within a network
For more detailed information about the project you can visit the website of the project:
You can also follow the social media pages of DIGITgame to learn about the latest developements of the project:
Facebook: DIGITgame Project
Twitter: @DIGITgameSTEM #DIGITgameSTEM