Inventory of Practices
Inventory of practices
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
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Indicative number of participants
From 'x' to 'y' number of participants...
During the practice,participants…
Once a week
Multiple times per week [2-7]
Once a month
Multiple times per month [2-30]
Exactly 'x' hours...
From 'x' to 'y' hours...
Pick a country
Antigua and Barbuda
Bosnia and Herzegovina
British Indian Ocean Territory
Central African Republic
Cocos (Keeling) Islands
Congo, The Democratic Republic of the
Falkland Islands (Malvinas)
French Southern Territories
Heard Island and Mcdonald Islands
Holy See (Vatican City State)
Iran, Islamic Republic Of
Isle of Man
Korea, Democratic People'S Republic of
Korea, Republic of
Lao People'S Democratic Republic
Libyan Arab Jamahiriya
Macedonia, The Former Yugoslav Republic of
Micronesia, Federated States of
Moldova, Republic of
Northern Mariana Islands
Palestinian Territory, Occupied
Papua New Guinea
Saint Kitts and Nevis
Saint Pierre and Miquelon
Saint Vincent and the Grenadines
Sao Tome and Principe
Serbia and Montenegro
South Georgia and the South Sandwich Islands
Svalbard and Jan Mayen
Syrian Arab Republic
Taiwan, Province of China
Tanzania, United Republic of
Trinidad and Tobago
Turks and Caicos Islands
United Arab Emirates
United States Minor Outlying Islands
Virgin Islands, British
Virgin Islands, U.S.
Wallis and Futuna
Yes, to boys
Yes, to girls
Classroom, formal learning space, etc.
Community lab, FabLab, non-formal learning space, etc.
Museum, science centre, outreach centre, library, zoo, etc.
Fair, contest, challenge, conferences, seminars, events, etc.
Dated added: Newest to oldest
Dated added: Oldest to newest
Showing 1 - 10 of 24 practices found
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 ...
8 - 9
9 - 10
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 ...
7 - 12
Make, Play, Code
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 ...
6 - 16
6 - 60
Make, Play, Code
Once a week
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 ...
5 - 10
30 - 60
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 ...
14 - 15
23 - 89
1 - 6 hours
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 ...
7 - 14
1 - 2 hours
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 ...
9 - 109
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 ...
5 - 13; 10 - 14
4 - 17
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 ...
10 - 17
4 - 30
Make, Play, Code
Yes, to girls
Best Case Escape Room Case and Workshops (for schools)
by Games Institute Austria added on 07 Nov 2019
The Best Case Escape Room Case and Workshop is a Service that provides the opportunity to design any learning content as an Escape Room Experience. It is used for training and in schools for education with any specific target group and with any topic or subject. We provide the case to create the Escape Rooms as well as the works ...
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