In the Era of the Covid-19, students from different parts of the world, but especially Italian ones, had started their first experiences with digital education, often with very low results in terms of engagement and learning achievements. The European and the Italian Space Agency launched a tender to create new digital contents in the field of STEM, with the support of one Space asset, able to provide better learning opportunities.
Back to Earth was designed to demonstate that remote learning could be engaging such as great teachers and achieve even better didactic results. Moreover, through this project, Remedia promoted a new educational model able to impact the students’ learning processes by enhancing the emotional and cognitive dimensions, as well as boosting their social aggregation. The pilot of the project was driven in 4 Italian secondary schools, first grade, thus all the contents have been based on the Italian ministerial science programme since we propose to create a learning path on Earth Science integrating Earth Observation data coming from Satellites. The first content realised was focused on Cryosphere.
We structured the Educational Path with 15 Learning Objects valorised by a sinergy of different ingredients:
engaging storytelling to maximize student’s commitment
wide usage of explanatory videos, time series and imagery
different tools of evaluation to assess the acquired skills and monitor the performance
interactive AR/VR experiences to explore and connect with abstract concepts, boosting students’ engagement
orginal serious games able to improve the soft skills most involved in the STEM field, i.e. memory and problem solving.
This new content have been provided through a gamified e-learning platform of Remedia, designed especially for the school’s students called “Space Edupark”. This platform provides:
a Business Intelligence (BI) Dashboard that shows user’s data produced during the learning path to assess the student’s progress. These data are shown with two different perspectives both to the students and to their teachers.
traditional gaming elements such as ranks, avatar and badges are used to boost motivation and learning achievements.
The pilot has been closed on the 28th of June 2021. The students involved was very happy about the projects and their teachers on the results gathered. A real success for the whole initiative. You can read more about student’s feedback on this article.
Now it’s time to look to the future and think to new contents proposal to be designed. Learning science could be exticting like playing a game! Call us if you want to so something with us on this matter!
Well-being comes from proper nutrition and a healthy lifestyle.
This concept should represent a “mantra” for every human being to follow in every period of his existence, especially since he is very young.
For this reason and to raise awareness among students of both primary and secondary school, on the increasingly looming danger of childhood obesity and food-related diseases, we were commissioned by the MIUR for a publication that would tell children about the concrete need to a healthy and balanced diet and the right motor activity, throughout your life.
To respond effectively to the customer’s request, we first analyzed the target of the publication, its communication style and the communication channels to which it was closest. Thinking about digital natives, we immediately thought that the publication could not be printed, but digital. In the initial phase we divided our stakeholders into two distinct audience groups: elementary / middle school children and teenagers (13 – 18 years). We have thus chosen to undertake two different communication approaches, both in the graphic style and in the contents but with a single denominator, the technological solution: a touchbook.
Thanks to this tool we have created an innovative publication:
for the little ones, full of games and illustrations dedicated to nutrition and sport
for the older ones accompanied by columns, curiosities and information so as to make it look like a diary.
With the advent of Expo 2015 it was decided to expand the product even further by adding content dedicated to food as “nourishment for the planet and energy for life”, as the theme of the Universal Exposition stated. The result was very positive and the project closed with the approval of the Ministry of Education, a press conference, a communication campaign and dedicated pages in school newspapers.
In addition, to allow wider use to all the public of the EXPO, the touchbook has been published on all major Kindle, Android and Apple stores and in 3 languages: Italian, French and English.
In December 2017, the Lottomatica training department requested an e-learning course approched to all tobacco bar managers authorized to sell Scratch & Win.
In fact, according to Italian law and the regulations in force, whoever supplies this product / service is obliged to be trained in all phases of product sales and management procedures, from the sale of the ticket to the winning.
In 2018, given the positive results obtained, the client commissioned us two new training projects, one relating to anti-money laundering for the VLT halls and another for the betting halls.
The internal audience was used to e-learning with a video and pdf manuals.
In 2017, when we were commissioned the first e-learning project, we presented to the client our ways of creating an e-learning course and we worked together on a storyboard capable of supporting user involvement and building the right mix of interactivity and multimedia to make even the most technical and specific, interesting and stimulating contents.
We have thus created a Scorm compliant course, which can be used within the Lottomatica Moodle platform, with a mandatory final questionnaire to be administered to each participant who has exceeded the client’s expectations in terms of learning outcomes of the course subject and the number of active participants.
In 2018, two other important e-learning projects followed on topics relating to the rules and preventive anti-money laundering measures for the VLT and betting halls that each operator undertakes to adopt.
We are proud of the work carried out from 2017 to today and equally happy to be chosen, after four years, by Lottomatica for further projects dedicated to the world of digital training!
How to make the most of the largest Earth Observation program ever made.
The customer’s request:
The Copernicus project is the largest Earth Observation program ever promoted by the European Commission with the support of ESA for the construction of a constellation of satellites and the Environment Agency (EEA) for Earth data detection.
The articulated nature of Copernicus, technical and difficult to understand by a non-technical public, brought ESA to contact us initially to convert an institutional brochure into a digital tool, applied to the general public with the aim of describing the program and the actors involved.
As soon as the customer’s request arrived, we immediately realized the enormous potential of this project: we had the opportunity to develop an innovative digital tool that really presented all the value and potential of the program from different points of view, given the nature and the flexibility of the object we had in our hands.
With this idea in mind, we have created the architecture of the project on several conceptual levels: on the one hand we have created an institutional, digital communication tool, able to speak to stakeholders and the most experienced public, but in parallel we have created it another able to speak directly to those citizens who will be the true beneficiaries of the program for the first time.
Thus was born the Copernicus touchbook, a project born from a real teamwork that from 2016 to 2018 involved us directly together with many experts of the contents of ESA and the European Commission to give life to a unique and innovative communication tool that was at the height of the program it was to represent.
Most of the work was dedicated to the storytelling part for each Copernicus application, to describe their impact on everyday life. Different stories have thus seen the light that use all the tools to engage the reader such as quizzes, games, interactive infographics, 3D animations, video and audio to explain to everyone the connections between satellite data and the services that can derive from them to improve. the quality of our life.
To create a light, stimulating, completely reactive product that could facilitate the training of employees on the subject of information security.
We started from the information material sent by the customer, that is, a static pdf file with a non-engaging and interactive textual and graphic content.
Our added value consisted in “translating” the concept of Cyber Security training into a dynamic, versatile and stimulating key, without distorting the contents.
Thanks to our digital tools, we chose to create a multimedia and interactive responsive WBT, which allowed us to teach complex projects in a simple and intuitive way, which simulated real cases of hacker or virus attacks via web.