November 12th, 2018 | RESEARCH
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people outside their usual entourage, within a background in which they have been valued and respected.
Document
(no document provided)
Team Members
Simona Cerrato, Author, SISSAFrancesca Rizzato, Author, SISSA
Lucia Tealdi, Author, SISSA
Elena Canel, Author, SISSA
Citation
Identifier Type: ISSN
Identifier: 1824-2049
Identifier Type: DOI
Identifier: 10.22323/2.17040803
Publication: Journal of Science Communication
Volume: 17
Number: 4
Related URLs
Tags
Access and Inclusion: Ethnic | Racial | Immigrant Communities | Low Socioeconomic Status
Audience: Educators | Teachers | Museum | ISE Professionals | Scientists | Youth | Teen (up to 17)
Discipline: Computing and information science
Resource Type: Peer-reviewed article | Research Products
Environment Type: Games | Simulations | Interactives | Informal | Formal Connections | K-12 Programs | Media and Technology | Public Programs