Marinou Irene

I am an ICT Teacher at Ministry of Education, Lifelong Learning and Religious Affairs of Greece with 17 years of experience and Master’s Degree in Industrial Automation ,University of West Attica.

My main interests are online teaching, robotics, STEM, computational thinking, cybersecurity, digital literacy, ICT training for teachers and development of interactive multimedia digital content like mixed educational escape rooms.
I have a good experience in organizing & conducting Science Fairs, Seminars, Various Workshops & training programs etc. especially on Computer Science and ICT.

I am always keen to learn & participate and very curious to try innovative practices. I am keeping myself updated with every new tools & techniques in computer science and pedagogy via European Schoolnet Academy, Etwinning, Code.org etc.

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Sessions

09-25
10:15
15min
Stem Esape Room - "Newton's Kidnap"
Marinou Irene

STEM education involves a huge range of strategies that help students apply concepts and skills from different disciplines to solve meaningful problems. Instructors across science, technology, engineering, and mathematics (STEM) disciplines have begun to implement escape room activities as effective and engaging learning tools in their classrooms. Educational Escape Rooms (EER) epitomizes the concept of problem solving and out-of-the-box thinking. The current study examines the effects of a Mixed (Physical and Digital) Educational Escape Room (“Newton’s Kidnap”) to STEM principals, deeper subject comprehension, motivation and engagement using Engino robotics for students 8-15 years old. We created a STEM based EER for kids who participated to a robotic summer camp in Cyprus. At the end of the lessons the students, in small groups using an Augmented Reality app “Newton’s Kidnap”, tried to escape from a hotel room that was transformed to Newton’s Lab. We evaluated the whole experience through validated questionnaire to 40 of the 56 students that played the game. Results indicated that mixed escaped room using digital storytelling and hands on activities (like building robotic models) can enhance the cognitive benefits and learning outcomes, motivate and help students of primary and secondary school cooperate, via an enjoyable experience.

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