From Monday, December 10th, 2018, from 05:30 pm to 07:30 pm
How to promote the development of creative thinking and inspire digital creativity with picture books.
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Tag: Tecnologia
Creative thinking in class
MAP TO THE STARS
MAP TO THE STARS is a project co-funded by Creative Europe, a European Union’s programme, that offers the next generations the opportunity to rediscover dance as movement, Approfondisci
Coding4All
Coding 4 all: out-of-school coding camps for girls and low-income peripheral communities empowers girls and peripheral low–income communities with the use of computer programming through out-of-school camps, where the basics of coding are taught in an innovative and informal way.
The project inspires and provides them with a basic knowledge of coding languages, promoting their interest in CS and encouraging them to choose specific university programmes and carriers in the computing fields.
The project enriches the current out-of-school camps offer from Explora and develops pilot coding camps, with the potential to be transferred to other local/regional schools, as well as to other children’s museums, in Italy and in Europe.
Project duration: January-December 2017, with summer and winter coding camps, both at Explora and in selected peripheral schools of Rome.
Project duration: 01/01/2017 – 31/12/2017
Support was provided by the Google K-12 Education Outreach Fund of Tides Foundation
The summer coding camps is a 5-day programme that includes:
- Let’s discover how a software works and let’s try to program with no computer (computer science unplugged)
- What we can do with computer science?
- Intro to Scratch and to the programming interface.
- Let’s build our first animated story
- New features available with Scratch
- Let’s design and develop our first video-game
- Intro to Scratch for Arduino and to Arduino platform
- Let’s control lights and sounds through our software
- Let’s design and build our first invention
- What is Web?
- Let’s design and build our first webpage with HTML and CSS
Let’s design and develop our first app with App-Inventor 2
The winter coding camps is a 3-day programme that includes::
- Intro to Scratch! and to the programming interface
- Let’s build our first animated story
- New features available with Scratch
- Let’s design and develop our first video-game
- Let’s design and develop our first app with App-Inventor 2
Robotics workshops at the museum: approaches and learning evaluation
Explora offers, as part of its mission, non-formal education programmes: however, how can we measure and assess reliably the impact on learning?
This was the starting point that eventually led Explora to find a university willing to build a research project together. The search for universities interested in applying their research to the museum originated a partnership and a scholarship funded by the Museo dei Bambini SCS onlus on behalf of the Università degli Studi di Milano – Bicocca, specifically for the Robotics Laboratory for Cognitive and Social Sciences at the University of Milan – Bicocca, “Riccardo Mazza” Department of Human Sciences and Education (DISUF-UNIMIB).
The research project named Robotics Workshops at the Museum: assessing methods and learning processes originated from the desire to systematically assess the impact and the level of effectiveness of the robotics workshops – both recreational and educational – that children attend at Explora. The project is made possible by the work of the Explora team involved in educational activity, design, digital education and relationships with schools and a group of university researchers and scholars from the Bicocca University.
The project’s main goal is to carry out an assessment of the robotics workshops made available at Explora to visiting schools and families, in order to gather information about learning processes and the relationship between educational objectives and how workshops should actually be designed and carried out.
Particularly, the assessment will be carried out on the following:
– 8 Explora resources from the areas of Education, Entertainment, Relationships with schools, Digital, operating on site;
– 4 teachers and children from 4 nursery and primary school classes of the Claudio Abbado Comprehensive School in Rome
– parents and children visiting Explora at a weekend dedicated to robotics.
Data will be gathered through the following methods:
– audio-recorded and semi-structured interviews;
– video recordings.
The project spans over a 12-month period: when the research activity is completed, the University will deliver Explora a final report containing the data that can be used by both organisations in conferences, dissemination articles, science articles appearing on academic magazines related to topics on educational robotics and museum education.
EuroSTEAM
EXPLORA is partner of EuroSTEAM, an Erasmus+ Programme co-funded project which aims to provide accessible STEAM camps throughout Europe which teachers can use in their classrooms to enhance the students experience of the STEAM subjects.
The EuroSTEAM project brings together 7 European partners, each with specific insights and expertise in STEAM education, to produce 3 innovative outputs for schools.
Besides Explora, led by South West College, the partners are:
The main output of the project is the development of a training toolkit for teachers to deliver effective and innovative STEAM education activities which nurture and enhance natural creativity in order to increase student’s interest in scientific education and careers. EuroSTEAM offers school learners as well as their educators’ different perspectives and approaches to find their interests and strengths in STEAM education while providing a better understanding, at the European level, on the impact of innovative teaching practices as a method for addressing underachievement in basic skills of maths, science, art and literacy.
The lasting outcome of the project is to increase the quality of STEAM education ensuring the availability of innovative didactical materials across Europe to increase motivation for both teachers and learners to increase their understanding maths, science, art and literacy education.
In particular, Explora is responsible of the development of STEAM Camps Curricula and Course Material, for the delivery of effective, innovative and multidisciplinary maths, science and literacy education. The STEAM Camps will be tested with 700 aged 11-14 pupils across 5 EU countries (Belgium, Italy, Portugal, Spain, United Kingdom) during the project’s duration. Moreover, Explora hosts a final conference to disseminate the projects intellectual outputs (Multiplier Event).
On March 18th, Explora proposed the STEAM DAY, an event for disseminating the results from EuroSTEAM, through a meeting for teachers, educators and amateurs of STEAM with meetings and demonstration activities by many education and research personalities.
Project duration: 01/09/2016 – 31/08/2019
EuroSTEAM is a project co-funded by the Erasmus+ Programme of the European Union
Project website: eurosteamproject.org
Download the EuroSTEAM Bulletins: Ebulletin1-September2017, Ebulletin2-May2018, Ebulletin3-January2019, Ebulletin4-July2019

Summer Stem
EuroSTEAM
EXPLORA is partner of EuroSTEAM, an Erasmus+ Programme co-funded project which aims to provide accessible STEAM camps throughout Europe which teachers can use in their classrooms to enhance the students experience of the STEAM subjects.
The EuroSTEAM project brings together 7 European partners, each with specific insights and expertise in STEAM education, to produce 3 innovative outputs for schools.
Besides Explora, led by South West College, the partners are Escola de Tecnologias Inovação e Criação, The Instituut het Heilig Graf, Tknika, Thomas More, Istituto Comprensivo mar dei Caraibi.
The main output of the project is the development of a training toolkit for teachers to deliver effective and innovative STEAM education activities which nurture and enhance natural creativity in order to increase student’s interest in scientific education and careers. EuroSTEAM offers school learners as well as their educators’ different perspectives and approaches to find their interests and strengths in STEAM education while providing a better understanding, at the European level, on the impact of innovative teaching practices as a method for addressing underachievement in basic skills of maths, science, art and literacy.
The lasting outcome of the project is to increase the quality of STEAM education ensuring the availability of innovative didactical materials across Europe to increase motivation for both teachers and learners to increase their understanding maths, science, art and literacy education.
In particular, Explora is responsible of the development of STEAM Camps Curricula and Course Material, for the delivery of effective, innovative and multidisciplinary maths, science and literacy education. The STEAM Camps will be tested with 700 aged 11-14 pupils across 5 EU countries (Belgium, Italy, Portugal, Spain, United Kingdom) during the project’s duration. Moreover, Explora hosts a final conference to disseminate the projects intellectual outputs (Multiplier Event).
Project duration: 01/09/2016 – 31/08/2019
EuroSTEAM is a project co-funded by the Erasmus+ Programme of the European Union
Project website: www.eurosteamproject.eu
Download the EuroSTEAM materials:
brochure, newsletter-december2016, newsletter-april2017.
Coding4All
Coding 4 all: out-of-school coding camps for girls and low-income peripheral communities empowers girls and peripheral low–income communities with the use of computer programming through out-of-school camps, where the basics of coding are taught in an innovative and informal way.
The project inspires and provides them with a basic knowledge of coding languages, promoting their interest in CS and encouraging them to choose specific university programmes and carriers in the computing fields.
The project enriches the current out-of-school camps offer from Explora and develops pilot coding camps, with the potential to be transferred to other local/regional schools, as well as to other children’s museums, in Italy and in Europe.
Project duration: January-December 2017, with summer and winter coding camps, both at Explora and in selected peripheral schools of Rome.
Project duration: 01/01/2017 – 31/12/2017
Support was provided by the Google K-12 Education Outreach Fund of Tides Foundation
Photo gallery
The summer coding camps is a 5-day programme that includes:
- Let’s discover how a software works and let’s try to program with no computer (computer science unplugged)
- What we can do with computer science?
- Intro to Scratch and to the programming interface.
- Let’s build our first animated story
- New features available with Scratch
- Let’s design and develop our first video-game
- Intro to Scratch for Arduino and to Arduino platform
- Let’s control lights and sounds through our software
- Let’s design and build our first invention
- What is Web?
- Let’s design and build our first webpage with HTML and CSS
Let’s design and develop our first app with App-Inventor 2
The winter coding camps is a 3-day programme that includes::
- Intro to Scratch! and to the programming interface
- Let’s build our first animated story
- New features available with Scratch
- Let’s design and develop our first video-game
- Let’s design and develop our first app with App-Inventor 2
I read and invent
I READ AND INVENT – animated and interactive readings to rediscover classics for early childhood through play improvisation and technology is a project conceived and made by Explora and by the improvisational theatre company I Bugiardini for the Public Notice IO LEGGO – REGIONE LAZIO – Attività e iniziative di promozione e valorizzazione del libro e della lettura che si svolgono nel territorio.
The project offers a free cycle of 16 animated and interactive readings at the Explora bookshop aimed at:
- familiarising child non-readers aged 3 to 6 years and their parents with reading
- getting child readers aged 6 to 10 and their parents more involved and attracted to reading.
I Read and Invent combines reading with play improvisation and technology, adding innovation: each reading, designed and conducted by the Explora facilitators and improvisational actors, will focus on one of the classics from children’s literature; each piece will be rediscovered and reworked through a tech workshop using innovative programming languages (base coding) and software applications (production of stop-motion animations).
Specifically, the formats based on a learning-by-doing approach, typical of Explora, are the following:
- I read, invent and programme, where child non-readers (3-6 years) and their parents rework plots by programming robots along paths which allow to customise stories and settings just listened to. Photo Gallery;
- IMPRObable animated readings, where child readers (6-10 years) rework plots by using a stop-motion animation on a ipad/tablet, re-inventing stories and making their own multimedia creative products, Photo Gallery.
Main results achieved by the project:
- an increase by 20 percent in appreciation and interest in reading, measured by having participants fill in questionnaires before and after;
- 8 new workshops for animated readings based on the books for 3-6 years aged children Aesop Fables – The turtle and the hare, Pippi Longstocking, The princess and the pea, My Pinocchio and for 6-10 years aged children Orlando furioso and in love, King Arthur, Hercules and the three Golden Apples, Roman Myths;
- approximately 200 children and 180 parents being involved;
- Tips & Tricks, videotutorials and promotional material giving tips and suggesting tricks for parents to make reading more entertaining and absorbing at home. See our videos: Video 1 Video 2 Video 3
Timespan for the project: 01/02/2017- 05/31/2017
Project funded by the regional law 21 ottobre 2008, n. 16 – Avviso pubblico “IO LEGGO”