MOOC Module 5: Implementing Education Technology and Digital Tools in STEAM
Module 5 explores the powerful role that technology plays in transforming STEAM education—an approach that integrates Science, Technology, Engineering, Arts,…
MOOC Module 4: Designing STEAM Curriculum and Lesson Plans
Module 4 is dedicated to helping educators design STEAM (Science, Technology, Engineering, Arts, and Mathematics) curriculum and lesson plans that…
MOOC Module 3: Engaging All Students in STEAM
Module 3 covers strategies for making STEAM (Science, Technology, Engineering, Arts, and Mathematics) more engaging and inclusive for all learners.…
MOOC Module 2: Implemented Game-Based Learning: Focus on Escape Rooms
Module 2 includes a deep dive into how game-based learning (GBL)—especially using educational escape rooms—can enhance the teaching and learning…
MOOC Module 1: Introduction to STEAM and Edutainment
Module 1 of the ECCE LUDUS MOOC is about introducing educators to the concepts of STEAM and edutainment as innovative…
The impact Minecraft Education and Science4You – two edutainment tools – have on teaching STEAM in formal and non-formal education settings
ECCE LUDUS is a project that has been developed with the intent of supporting the professional growth of secondary school…
The difficulties of assessing practical knowledge
Assessing Practical Knowledge Through Games: Challenges and Considerations The integration of games into educational settings has opened new avenues for…
Can games be used for educational purposes?
Once considered mere entertainment, games have increasingly been recognised as valuable educational tools. Research indicates that integrating games into learning…
The mystery and intrigue of Escape rooms
Escape rooms have captivated audiences worldwide, blending mystery, challenge, and collaboration into immersive experiences. Similar concepts of escape rooms have…