Workshop with the Finnish National Board of Education
How can digitalisation increase well-being, quality of education and the joy of learning? What does digital well-being mean? That's the...
STEAM results presented at IMCL conference
The 13th edition of the International Conference on Interactive Mobile Communication, Technologies and Learning took place in...
STEAM ESCAPE ROOM
DIY 1.Concept, meaning and objective The concept of a life-size escape game appeared in Asia in 2007 according to Nicholson (2015). It...
STEAM PROJECT CLOSING EVENT
Multiplier event 5th June 2019 This multiplier event of STEAM project organized by Manzalab Group and hosted by Paris School of Business...
Gamification of Education
Dr. Petros Lameras, one of the STEAM partners, had participated to a workshop on Xtended Reality Leadership for Xtra-ordinary Leaders...
Multimodality from another point of view
The escape room an adaptation of the STEAM game The objective of the STEAM project was to explain multimodality to teachers so that they...