Home » Best Practices » Festman
FESTival MANagement (FESTMAN)
Topic/ Area
Computational/Algorithmic Thinking
Date released
2011-Ongoing
Type of Best Practice
Application / Online Platform
PanHellenic Game Competitions using “Scratch” platform
Partners/ network
Center of Informatics and ICT at the Directorate of Secondary Education in Chania (KEPLINET).
Primary and Secondary students / Schools in Greece
Description of the methods/ approach
The platform offers different educational projects/games/applications.
Teachers can apply their students to participate in the current competition. The students are awarded with prizes.
Purpose/Aim
The purpose of those projects/competitions is for primary and secondary students to compete their knowledge and creativity on Scratch program. Their goal is to create their own interactive stories, games and animations. The theme for each project/game is different (Space Rocket, Save the Planet, Space Shooter Boss, Traveler e.t.c.)
Evaluation (results) of its effectiveness
The evaluation of the projects is carried out by the Organizing and Scientific Committee using specific predefined criteria. Individual prizes are awarded per educational level (Primary, Secondary, VET, Special Needs).
The results, award prizes and winners differs since the projects and participants differ.
Overview of the lessons learned which are relevant to the project
Students use the “Scratch” program to enrich their knowledge about coding and they can create their own interactive stories, games, and animations.
The Scratch platform (https://scratch.mit.edu/) is available in many languages, which facilitates its use by younger students without strong English-language skills.
Additional notes
This kind of competitions in a user-friendly interface can motivate students to use their knowledge about artificial intelligence and creativity in order to create a game which will be visible to other schools.