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Guided-play environments for formal and informal education

16.06.2023 | 14:15 - 15:30

Friday 16 Jun 2023

Vassali Hall

Vassali Hall
Science ♥ society

Guided-play environments have the potential to tackle common problems faced by science communicators and educators. How can we interest diverse groups in STEM topics? How can we reduce the barriers to accessing complex science? How do we create inclusive environments where we can build empathy and understanding?

The session will first introduce playful activities for learning and public engagement based on the above topics. This will be followed by a games arcade where participants will try out real world and digital games for science education and public engagement. Within science education, emphasis is on student-centred approaches with students constructing their own knowledge, while within public engagement the focus will be on creating agency and safe spaces for experimentation. The session will end with a reflection on these examples, how to evaluate them, and how participants can use these approaches in their own profession.

Outcomes: what will participants get from this session? Skills, knowledge, experience etc.

  • To identify how to implement digital and physical games in different educational and public engagement settings.
  • To critically reflect on the underlying learning models of science engagement games and to identify suitable approaches
  • To identify guided-play environments’ potential to facilitate mutually beneficial interactions between researchers and society
  • A greater understanding of co-design approaches for game-based activities and different methods for evaluation

Facilitator

Festival co-ordinator and Science Communication Practitioner and Researcher
University of Malta
Msida
Malta

Session speakers

Researcher
University of Malta
Iro will present the learning aspects of digital games for science education. Elements of digital games will be discussed in relation to their underlying teaching and learning approaches. Cases and examples of digital games for science education will be presented. During the gameplaying session she will support the participants. After the interactive session with the participants, she will co-facilitate the reflective discussion about the playful activities and their potential and challenges.
Public Engagement, Education and Communications Manager
BiOrbic
Dublin
Ireland
Amanda will demonstrate a small part of the Back for the Future Escape Room which has toured Ireland both digitally and in person for three years running. Each edition of the escape room has been evaluated and this data is being analysed to explore the potential reach of escape rooms, how they are experienced by different audience groups, (in particular non-science enthusiasts), whether they spark an interest in discussions about science and what features of escape rooms ensure an enjoyable experience. Amanda will bring some of this learning to the discussion segment.

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