Frendovska klupa (Buddy Bench Hrvatska) is an international and humanitarian project invented for a purpose of preventing and oppressing peer bullying, encouraging inclusion, making new friendships between children of kindergarten and elementary school.
The letter exchange is a technique useful for different contexts: it can be used in a multilingual way, with a technological support, involving local and foreign children, youngsters, adults.
A live action role-playing game. Humans and androids on the verge of conflict. How to resolve it? The game deals with the impact of technology on human society but also relates to issues of prejudice influenced thinking and social inclusion.
Computational thinking is one of the key competencies as defined by PISA. Here we propose a set of fun activities that aims to introduce children from 7 years of age to computational thinking and computer programming, with or without computers.
The SumoRobot is a tool which allows two robots to compete on a SumoField, in a similar fashion to the sport of sumo. It enables kids and teenagers to learn the basics of programming, electronics and robotics in a fun and interactive way.
The main aim of the activity is to increase critical thinking of young people and to help them to recognize manipulative techniques often used in media.
Theatre as means of communication and empathy
Time-Out is an educational tool played in mother tongue or in a foreign language. Being an interactive activity, it fosters body language, active listening, intercultural communication and imagination.
Arthiefact is a tabletop card game developed during the 2017 edition of the EduGaming project. Its aim is to give players some basic practical knowledge about art and its language, and to "train the eye" at proactively analyzing paintings.
Robot Puppet Theater Plays connect STEM with art classes, literature and critical thinking. It is aimed for both elementary and high school students. Based on collaboration, communicaiton and motivational approach, students program their own theater play.
Group activity during a residential experience. The instrument aims to strengthen the bonds between the participants, to break the barriers and the embarrassment of physical proximity that we are so little accustomed to experience in everyday life.
An educational game aimed at deepening the understanding and developing the competence communication in a foreign language. Part of the 8KEYCOM set. More about the set at http://educationaltoolsportal.eu/en/tools/8keycom
An educational game aimed at deepening the understanding and developing the competence communication in the mother tongue. Part of the 8KEYCOM set. More about the set at http://educationaltoolsportal.eu/en/tools/8keycom
Laïque’Cité © is a board game consist of six categories of cards with different colors:
- Yellow: "mime, drawing, sing"; where you have to mime, draw or sing simple situations.
Ex.: sing the national anthem
-The red "school": they are questions about schools and education in France: what can or not can be done in the name of secularism but also...
the Village promotes the implementation of individual and collective well-being and the development of trasversal and social skills through active participation and confrontation
Reflecting , is an activity of reflection in action, useful to encourage individual and group awareness and development
the tool is a board-game that help young players develop social and personal skills, improving the awareness of the European Youth Strategies (2009-2020) with non formal education's methods.
Council is a sharing method, focused on empathy and active listening. It's a practice of personal storytelling, which it turns out to be very effective especially while working on topics such as personal development and strengthening of group dynamics.
The project IncontrArti is an educational project about interculturality. Its aim is to favour integration among children coming from different cultures, through art potentialities.