Back to Earth

Back to Earth interface image
The customer’s request

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.

Our answer

Back to Earth was designed to demonstrate 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!

CLIENT
ESA – Business Applications
REALISATION
2021