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
create an account
. To learn more about how you can add and edit your own practices, you can read the related
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 11 - 20 of 29 practices found
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 ...
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 ...
6 - 18
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 ...
7 - 12
2 - 10
Make, Play, Code
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 ...
2 - 4 hours
Kodeløypa, In Norwegian means "the path towards coding"
by Norwegian University of Science and Technology (NTNU) added on 07 Nov 2019
Kodeloypa is a making-based coding workshop conducted in a largely informal setting, as an out-of-school activity, and lasts for four hours in total. The workshop has two main sections: interacting with robots (made from recycling materials) using the Arduino hardware platform and creating games using Scratch. Specifically, Ardu ...
Empowering children with design and making
by INTERACT Research Unit, University of Oulu added on 07 Nov 2019
We (senior researchers with a team of junior researchers) work mostly with local schools (volunteering teachers and their classes) but the projects can be carried out in informal learning settings as well, e.g. in different kinds of hobby related clubs. Teachers usually set certain learning goals for the projects but they are of ...
Make, Play, Code
Practices per page: