The project

Background

Our societies and economies rely heavily on highly educated and competent people. Skills such as creativity, critical thinking, taking initiative and problem solving play an important role in coping with complexity and change in nowadays society. Too often, science is seen as something separate from all other subjects or disciplines in education, disconnected from people’s lives beyond school, but science influences all parts of our lives and our decision-making processes.

Along with language and artistic literacy, knowledge of science and mathematics is the basis for personal accomplishment and responsible citizenship, social and economic development, and a benchmark of innovation, entrepreneurship and competitiveness in our global world.

Aims

STARS GAME is an ERASMUS+ 3-year project (2020-2023) that aims to develop innovative game-based and inquiry-based practice to bring research into schools, particularly to 10-13-year-old students and their teachers.
The key competences developed by students will raise their awareness of the different aspects encompassing science in nowadays society, nurture their curiosity and cognitive resources in this field and develop positive attitudes to scientific research.

Students will be aware both of careers in science, as an important cultural and humanitarian activity, and of careers from science, regarding the extensive range of potential careers that the study of science affords. Moreover, STARS GAME project will improve students’ evidence-based reasoning for decision making and competencies for problem-solving and innovation, as well as analytical and critical thinking.

OveralL objectives

To develop innovative game-based and inquiry-based practice to bring research into schools

To foster international collaboration and networking development of the involved organizations on a EU scale

To contribute to raise students’ curiosity and trust towards scientific research and to increase student’s critical thinking and to develop multidisciplinary vision of scientific research characterized by uncertainty

Specific objectives

To design and implement a digital escape room, through the collaboration and exchanges with 4 countries

To translate the digital escape room in 5 languages

To design methodologies and workshops with researchers and teachers

To develop guidelines for teaching science with an inquiry based and game-based learning approach

To develop guidelines for scientific communication for researchers