The Malta Information Technology Agency Game-based Learning Week at Esplora Interactive Science Centre

by Malta Information Technology Agency added on 07 Nov 2019

              
              
Brief description:
Children joined the workshops together with their parents. They were invited to play selected digital games which were then used as a starting point for discussion. The selection of the digital games depended on the target group, the age, previous experience, and preferences of the children. The discussion was followed by a workshop where children played digital games for learning. After the workshop, children had 15-20 minutes discussing the link between the game and traditional academic content. The children were then invited to present to the audience, which included their parents, how they have managed to progress through the game and the strategies they applied.
Photos:
Countries:
(where the practice takes place)
Malta
Cities:
(where the practice takes place)
Triq Marina, Kalkara (Esplora Interactive Science Centre)
Organization name:
(running the practice)
Malta Information Technology Agency
Organization type:
Public
Contact person:
https://mita.gov.mt/en/DigitalOutReach/Pages/Digital%20Outreach.aspx
Contact email:
(for further information and inquiries)
digitaloutreach.mita@gov.mt
Social media:
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
5 - 10
Indicative number of participants:
10 - 30
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
2 hours
Location:
(where the practice takes place)
  • Museum, science centre, outreach centre, library, zoo, etc.
What are the role(s) of the adult(s) running the practice?
  • Facilitator
  • Mentor / Guide
During the practice, participants…
  • Play
Participants work…
  • In family groups/with support of family group
  • In pairs
  • What type of materials do participants use?
    • Computers
    • Digital games
    Pedagogical approach:
    • Discovery-learning
    • Critical thinking
    Social justice/equity approaches:
    • Free events/funding for those from low-income groups
    • Activities are designed to empower participants and meet their needs
    Does the practice have (explicit or implicit) learning objectives?
    Implicit: digital game literacy, coding, depends on the games used
    Is the practice (explicitly or implicitly) connected to school curricula?
    Yes, implicitly
    If connected in any way to school curricula, which subjects are covered?
    • Humanities
    • Mathematics
    • Technology
    Additional notes: