4Scribes, a game developed under the C2Learn framework, is a collaborative storytelling game played either digitally, on Android tablets, or as an analog game using special cards. Both the digital and the analog version of 4Scribes is played with four players, using cards which contain an evocative illustration (serving as a diagrammatic stimulus) and a caption of a few words.

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Iconoscope, a game developed under the C2Learn framework, aims to foster the creativity of a young target audience in formal or informal educational settings. At the core of the Iconoscope design is the creative, playful interpretation of word-concepts via the construction of visual icons. In addition to that, the game rewards ambiguity via a scoring system which favors icons that dichotomize public opinion.

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A message from SimAULA

The transformation and modernization of the educational systems posed new challenges to teachers, who must renew and enrich their knowledge and skills in order to respond effectively to the increased requirements of their profession. It is of paramount importance that teacher preparation programs prepare future teachers to be scientifically qualified, innovative, and inventive, with excellent knowledge of their subject, equipped with all the modern methods and techniques and constantly updated about the latest developments.

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Serious games and creativity: a message from MAGELLAN

The European higher education landscape is undergoing significant change as a result of technology-driven innovations. Key to increasing the chances of students becoming more creative, developing mindsets for creativity as a skill is to demonstrate ways to teach creative thinking grounded in everyday settings. The application of engendering creative ideas is inextricably tied to lifewide creativity to describe the application of creative ideas to the breadth of interdisciplinary ideas contexts in everyday life.

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Our Story: digital story-making

The affordances of multimedia portable devices can fundamentally change the ways in which children read and write, perceive and experience stories and foster and conceive creativity. While some educators and scholars enthusiastically claim that children’s creativity can be motivated and enhanced through digital interactions, others struggle to find ways to incorporate digital resources into their regular classroom instruction. The latter is mostly due to an unprecedentedly dynamic and uncensored market for children’s digital resources, such as tablet and smartphone apps, with no official guidance for what constitutes an effective resource and quality interaction.

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