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 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 contact us.

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Showing 1 - 10 of 21 practices found

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

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 ...
Age groups
Age independent
Participants
Number independent
Make/Play/Code
Make, Play
Frequency
Single-occasion
Duration
Full day
Countries
-
Gender-oriented
No
Learning Objectives
Implicit

Facilitated informal coding and making with children aged 6-18 years

by Institute of Imagination added on 07 Nov 2019

At the Institute of Imagination (IoI) young people aged 6-18 years can participate in informal learning activities, including coding and making, in a creative way that draws on their imagination. Events are delivered using a range of resources as part of school workshops, family activities, holiday clubs and community events. Se ...
Age groups
6 - 18
Participants
Number independent
Make/Play/Code
Make, Code
Frequency
Single-occasion
Duration
Half day
Countries
United Kingdom
Gender-oriented
No
Learning Objectives
No

The Playful Robotics Workshops (PlayRobs)

by School Student Research Center (in German: Schülerforschungszentrum) of the Technical University of Munich in Berchtesgaden added on 07 Nov 2019

The Playful Robotics Workshop (PlayRobs) is a 3-day robotics course for children aged 7 to 12 years with no or only a minimum of previous experience in coding. The hands-on “PlayRobs” courses take place regularly throughout the year at the School and Research Center (in German: Schülerforschungszentrum) of the Technical Universi ...
Age groups
7 - 12
Participants
2 - 10
Make/Play/Code
Make, Play, Code
Frequency
Single-occasion
Duration
9 hours
Countries
Germany
Gender-oriented
No
Learning Objectives
Implicit

Activista I CAN

by Design for Change Spain added on 07 Nov 2019

Activista I CAN is a non-formal science workshop developed by Design for Change Spain (DFC) with the goal of making children and youngsters take the role of change agents in their own communities. Participants identify key actions within the framework of the Sustainable Development Goals using DFC methodology. The process follow ...
Age groups
Age independent
Participants
Number independent
Make/Play/Code
Make, Play
Frequency
Single-occasion
Duration
2 - 4 hours
Countries
Spain
Gender-oriented
No
Learning Objectives
Implicit
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