This Inventory of Practices contains data regarding informal and non-formal science learning practices (e.g., workshops, activities, events) from all over Europe which are being collected in the context of the COMnPLAY SCIENCE project. Some of the practices also include extended information regarding related studies and their results which have been conducted in the context of the project. If you would like to add your own practices please create an account. To learn more about how you can add and edit your own practices, you can read the related on-line guide.

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Showing 1 - 10 of 25 practices found

Take Care the planet that gives us the life

by Colegio Santa Teresa de Jesús (Fundación Escuela Teresiana) added on 07 Mar 2021

Following the Design for Change methodology, 3rd-year ESO students of the school observed reality with different eyes and were very concerned about the effect of plastic pollution in our world. From there they decided to carry out a project related to this topic. Their actions have been aimed at seeking measures to reduce and re ...
Age groups
14 - 15
Participants
25 - 75
Make/Play/Code
Make
Frequency
Once a week
Duration
Half day
Countries
Spain
Gender-oriented
No
Learning Objectives
Explicit

Programming Circus

by Technical University of Munich (TUM) added on 05 Feb 2021

The "Programming Circus" provides a playful insight into the basic concepts of programming. This thoughtfully designed three-day course was developed for children aged 8 to 9 years with no or only a minimum of previous experience in coding. Initially the "programming circus" works with haptic materials not using computers on day ...
Age groups
8 - 9
Participants
9 - 10
Make/Play/Code
Play, Code
Frequency
Single-occasion
Duration
9 hours
Countries
Germany
Gender-oriented
No
Learning Objectives
Implicit

Learning to code with BBC micro:bits

by - added on 05 Feb 2021

By using the interactive video guides of Skills Dojo we have created a 2-hours-long workshop to introduce programming to children with BBC micro:bits in a playful way. During the workshop children learn about basic terms, program their name in light, create a stone-paper-scissors game with microbit, and make a micro pet that rea ...
Age groups
7 - 12
Participants
Number independent
Make/Play/Code
Make, Play, Code
Frequency
Single-occasion
Duration
2 hours
Countries
-
Gender-oriented
No
Learning Objectives
Explicit

Spin Robotics & Smart Cities Festival for Kids

by Kalos Agogos added on 08 Dec 2020

In 2018-2019 more than 60 kids, 60 future smart citizens, imagined their smart city of the future, researching clever ideas from all over the world. Their objective was to make their city a safer, more resilient and a friendlier city. All together co-created a big model city made of Lego bricks - about 25 sq - that was exhibited ...
Age groups
6 - 16
Participants
6 - 60
Make/Play/Code
Make, Play, Code
Frequency
Once a week
Duration
Other
Countries
Greece
Gender-oriented
No
Learning Objectives
No

Informal STEM-focused making activities for children aged 5-10 years that are framed by play

by Rochester Bridge Trust added on 24 Nov 2020

The activities described in this practice were developed and implemented by an educational programme that is funded by The Rochester Bridge Trust, located in the South of England. The aim of the educational programme is to engage children, and their families, in engineering through activities that are described as ‘learning thro ...
Age groups
5 - 10
Participants
30 - 60
Make/Play/Code
Make, Play
Frequency
Single-occasion
Duration
Half day
Countries
United Kingdom
Gender-oriented
No
Learning Objectives
No

Searching fo science

by Design For Change Spain added on 23 Nov 2020

Society is experiencing rapid changes and facing new challenges. For science to address these issues, it is necessary to develop effective science education programmes. The way in which a society's science education is measured is through tests conducted by the Program for International Student Assessment (PISA). In the lates ...
Age groups
14 - 15
Participants
23 - 89
Make/Play/Code
Make
Frequency
Other
Duration
1 - 6 hours
Countries
Spain
Gender-oriented
No
Learning Objectives
Explicit

Evaluation of computing workshops at the Science Museum, London

by Science Museum Group added on 19 Nov 2020

This case study is looking into the CoderDojo workshops at the Science Museum to identify opportunities and limitations of science learning, the role of mentors in museum-based informal coding sessions and their perceptions, as well as the families’ response to the workshops. Data for this case study was processed using qualitat ...
Age groups
7 - 14
Participants
Number independent
Make/Play/Code
Code
Frequency
Single-occasion
Duration
1 - 2 hours
Countries
United Kingdom
Gender-oriented
No
Learning Objectives
No

The 6th Sense: The Game from the Future

by FORTH added on 18 Nov 2020

“The 6th sense” is a fast-paced speculative design workshop about creating a digital game employing futuristic brain-to-brain interaction (BBI) technologies. The workshop starts with a brief introduction to speculative design, to approaches for foreseeing potential futures and to the current status and envisioned capabilities of ...
Age groups
9 - 109
Participants
Number independent
Make/Play/Code
Make, Play
Frequency
Single-occasion
Duration
2 hours
Countries
Greece
Gender-oriented
No
Learning Objectives
Explicit

Virtual Makerspaces

by ovos media Gmbh + Otelo eGen added on 13 Nov 2020

Due to the COVID-19 pandemic, schools in Austria were closed by mid-March 2020. This is why ovos and Otelo developed two Virtual Makerspace workshops. These kind of workshops could reach children who were being home-schooled. Otelo produced videos for an instructional step-by-step tutorial which ovos edited and uploaded to the C ...
Age groups
5 - 13; 10 - 14
Participants
4 - 17
Make/Play/Code
Make, Code
Frequency
Single-occasion
Duration
Half day
Countries
Austria
Gender-oriented
No
Learning Objectives
Explicit

Youth Hackathon

by MadeByKids in cooperation with DaVinciLab added on 10 Dec 2019

YouthHackathon is an innovative workshop concept and coding contest designed to support teachers with educating digital competencies (“Digitale Grundbildung”) in lower and upper secondary level (Sekundarstufe I und II). Participating classes take part in 4-hour-long app design and game design workshops. Teachers receive open ...
Age groups
10 - 17
Participants
4 - 30
Make/Play/Code
Make, Play, Code
Frequency
Other
Duration
4 hours
Countries
Austria
Gender-oriented
Yes, to girls
Learning Objectives
Implicit
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