Ideas and solutions for museums and cultural attractions through the Minecraft videogame

In the background: project for MUSEO NOVECENTO of Florence (ITALY)

Educational workshops with Minecraft: programming, chemistry, tinkering, making and creative computer science both for schools and after-school activities

In the background: project for ISTITUTO LUCE-CINECITTA'

Specialized in the use of new technologies and video games as tools to teach 21st century skills to children of all ages

In the background: CODING IN MINECRAFT

We enable children get closer to art and cultural contents through the power of video games

In the background: project for LA TRIENNALE Museum of Milan (ITALY)

We bring children into museums also through elements of gamification

In the background: Santa Maria Novella church and Eiffel Tour

WHAT IS MAKER CAMP

Maker Camp is aimed at young programmers and small "makers" interested in DIY, to think with their hands, create, build, hack, program and above all learn by doing.

With coding, children become protagonists and not passive consumers towards new technologies. They manage to create their own apps and are not limited to using those made by others.

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Creativity

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Flipped Classroom

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Problem Solving

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Computational thinking

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Collaboration

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Digital literacy

 

Children who start creating their own video games switch from being consumers to being producers. The so-called "digital natives" have a lot of experience and familiarity to interact with new technologies, but not to create using new technologies or expressing themselves through them.

 

In our laboratories we plan, experiment, collaborate and copy. You learn to write code by playing. These are places where imagination and collaboration are indispensable requisites for having fun: children learn to be tenacious and to persevere despite the discouragement that comes when things are not going right. These are important skills that are not directly related to programming skills, but they are for any activity that will see our kids involved in the future.

It is necessary to encourage collaboration among children and never to punish the error. Experimentation, alternative use of tools or the identification of valid design alternatives must be encouraged: the error is considered a moment of growth because if you are not prepared to make mistakes you will never think at something original .

WHO WE WORKED WITH

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