FAQ.

To use the game, teachers must request access from one of the partners (from the partner from their country) and the respective partner will train the teachers that requested access on how to use the game with their learners. The table below also gives an overview on the InterSTEM games, the partners in charge and the languages in that each game is available:
Game title Partner organisation that created the game Languages in that the game is available
The Dutch Miracle Quarter Mediation (Netherlands) English
Senso and I Cookie Box (Spain) English and Spanish
I lived through the French Revolution Boréal Innovation (France) English and French
Dracula’s Memoirs Asociatia de Studii Socio-Economice (Romania) English and Romanian
Catch the hackers 1o Epaggelmatiko Lykeio Peramatos (Greece) English and Greek

The titles of all games and the names of the partner organisations in charge with each InterSTEM game are listed on the project website (see https://interstem.eu/). The table below also gives an overview on the InterSTEM games, the partners in charge and the languages in that each game is available:

Game titlePartner organisation that created the gameLanguages in that the game is available
The Dutch MiracleQuarter Mediation (Netherlands)English
Senso and ICookie Box (Spain)English and Spanish
I lived through the French RevolutionBoréal Innovation (France)English and French
Dracula’s MemoirsAsociatia de Studii Socio-Economice (Romania)English and Romanian
Catch the hackers1o Epaggelmatiko Lykeio Peramatos (Greece)English and Greek

The titles of all games and the names of the partner organisations in charge with each InterSTEM game are listed on the project website (see https://interstem.eu/). The table below also gives an overview on the InterSTEM games, the partners in charge and the languages in that each game is available:

Game titlePartner organisation that created the gameLanguages in that the game is available
The Dutch MiracleQuarter Mediation (Netherlands)English
Senso and ICookie Box (Spain)English and Spanish
I lived through the French RevolutionBoréal Innovation (France)English and French
Dracula’s MemoirsAsociatia de Studii Socio-Economice (Romania)English and Romanian
Catch the hackers1o Epaggelmatiko Lykeio Peramatos (Greece)English and Greek

The teachers will receive access to the game, for a specific date and time, at request, and only after they will be trained on how to use it.

The teacher’s training on the game takes from a couple of hours to half a day, depending on how many question the teacher has.

Students have access to the game only through their teachers, as the EduGame is to be used for education purposes only (students do not have individual access to the game).

The InterSTEM game is aimed for educational purposes only, must be used only in the school environment, in a class, based on the request of a teacher to have access to the game in class, with the own students. 

The InterSTEM game is free for educational purposes only and it cannot be used for commercial purposes. The access to the InterSTEM game is given only at request, for a certain period of time, based on a planning made together with the partner organisation that created the game (the game owner).

As soon as the training of the teachers that requested access is finalised, they will receive the link and the passwords both for the teacher and for the 6 teams of students that will play the game during an interdisciplinary lesson. The mentioned credentials (link to the game and passwords) will be received from the partner in charge with the specific game for that access had been requested.

If a teacher from Spain asks for access to the InterSTEM game in Spanish, all that is necessary for the teacher interested to use the InterSTEM game in Spanish is to contact the InterSTEM partner from Spain (CookieBox) and ask to be provided with a basic training on how to use the game. The InterSTEM partner from Spain will provide training to the teacher that requested it, as well as the necessary credentials, and will support the teacher during the lesson. In order to be able to use the game in an interdisciplinary lesson, the teacher must make an appointment with the InterSTEM partner for the date and time when (s)he can use the game with his/her learners, as well as for the basic training on how to use the game.

If a teacher from France asks for access to the InterSTEM game in French, all that is necessary for the teacher interested to use the InterSTEM game in French is to contact the InterSTEM partner from France (Boreal Innovation) and ask to be provided with a basic training on how to use the game. The InterSTEM partner from France will provide training to the teacher that requested it, as well as the necessary credentials, and will support the teacher during the lesson. In order to be able to use the game in an interdisciplinary lesson, the teacher must make an appointment with the InterSTEM partner for the date and time when (s)he can use the game with his/her learners, as well as for the basic training on how to use the game.

If a teacher from Romania asks for access to the InterSTEM game in Romanian, all that is necessary for the teacher interested to use the InterSTEM game in Romanian is to contact the InterSTEM partner from Romania (Asociatia de Studii Socio-Economice) and ask to be provided with a basic training on how to use the game. The InterSTEM partner from Romania will provide training to the teacher that requested it, as well as the necessary credentials, and will support the teacher during the lesson. In order to be able to use the game in an interdisciplinary lesson, the teacher must make an appointment with the InterSTEM partner for the date and time when (s)he can use the game with his/her learners, as well as for the basic training on how to use the game.

If a teacher from Greece asks for access to the InterSTEM game in Greek, all that is necessary for the teacher interested to use the InterSTEM game in Greek is to contact the InterSTEM partner from Greece (1o Epaggelmatiko Lykeio Peramatos) and ask to be provided with a basic training on how to use the game. The InterSTEM partner from Greece will provide training to the teacher that requested it, as well as the necessary credentials, and will support the teacher during the lesson. In order to be able to use the game in an interdisciplinary lesson, the teacher must make an appointment with the InterSTEM partner for the date and time when (s)he can use the game with his/her learners, as well as for the basic training on how to use the game.

If a teacher from anywhere in the world would like to use one of the InterSTEM games in teaching, all that is necessary for the teacher interested to use the InterSTEM game in any of the languages the games are created, is to contact the InterSTEM partner that created the game  and ask to be provided with a basic training on how to use the game with his/her learners. The titles of all games, the languages in that each game is available and the names of the partner organisations in charge with each InterSTEM game are listed on the project website (see https://interstem.eu/). The table below also gives an overview on the InterSTEM games, the partners in charge and the languages in that each game is available:

Game titlePartner organisation that created the gameLanguages in that the game is available
The Dutch MiracleQuarter Mediation (Netherlands)English
Senso and ICookie Box (Spain)English and Spanish
I lived through the French RevolutionBoréal Innovation (France)English and French
Dracula’s MemoirsAsociatia de Studii Socio-Economice (Romania)English and Romanian
Catch the hackers1o Epaggelmatiko Lykeio Peramatos (Greece)English and Greek

Yes, all the teachers involved in the Multiplier events and Pilot activities organised by the InterSTEM partners during the project development are trained on how to use the InterSTEM EduGame. These teachers can also act as training resources, as they can spread the word about the game and his usefulness in teaching, as well as support their fellow teachers and the InterSTEM partners in speeding up the training process.

Anybody willing to use Genially (the tool used as a basis to create the lesson-game) in order to create their own games, can register to the Genially website https://genial.ly/, by choosing a free account or a premium account. The Genially platform has a collection of tutorials and templates anybody that has a Genially account can have access to.

History, Biology, Economy, Entrepreneurship, Finance, Religion, Art and science design, Technology, Physics, Mathematics, Astronomy, Music, Geography, Fine arts, Architecture, Foreign language, Literature, Logic.

Politics, Economy, Art, Foreign Language, Literature, History, Geography, Religion, Music, Moral Civic Education.

Literature, History, Art.

Literature, Biology, Geography, Chemistry, History, Technology, Art, Economy, Natural Sciences, Physics, Meteorology, Hydrology, Technical Drawing, Environment.

Information and Communication Technology, Technology, Mathematics, Foreign languages, Law Studies, History of EU, Environmental education, Greek Language, Literature, Ancient History.

No. It is not necessary that a teacher has a Genially account in order to play the game with his/her learners.

To select the proper game level, the teacher needs to take into consideration the different variables in which InterSTEM lesson-games have been designed. This because each of the five InterSTEM lesson-games has its own story and tackles different assignments throughout its challenges. Moreover, the InterSTEM lesson-games are available in 3 different levels: Advanced, Intermediate and Beginner’s. All the games are available in English and some of them are also available in one more  language (depending on the country where each lesson-game has been created).

The InterSTEM game at the Advanced level is appropriate for learners 17+ involved in upper-secondary education and VET, as well as for people involved in adult education.

The InterSTEM game at the Intermediate level is appropriate for learners involved in lower secondary education (13 to 16 years old).

The InterSTEM game at the Beginner’s level is appropriate for learners involved in primary education (10 to 12 years old).

No, the game has to be played only in the classroom, in the presence and under the guidance of a teacher. This is because the InterSTEM game is a serious game aimed to be used in teaching.

Yes, this is possible. You can either use the existing templates or you can create the game from scratch. For details please see the “Tutorial on how to use and adapt the InterSTEM serious game to the different age groups of students involved in compulsory education”

Yes. In Genially workspace we can find the section “Insert”  where we can insert windows that connect and display other software in a seamless experience for the user within our interactive presentations. Crosswords  and puzzle software, Google Sheets, Word, Google Forms, Social media, Wikipedia, Survey Monkey, are only some examples of the amount of tools and web-pages that can be embedded. All of them include an easy tutorial on how to do it.

In the Genially workspace we can find the section “Insert ” where we can insert windows that connect and display other software in a seamless experience for the user within our interactive presentations. Crosswords  and puzzle software, Google Sheets, Word, Google Forms, Social media, Wikipedia, Survey Monkey, are only some examples of the amount of tools and web-pages that can be embedded. All of them include an easy tutorial on how to do it.

In the Genially workspace we can find the section “Insert ” where we can insert windows that connect and display other software in a seamless experience for the user within our interactive presentations. Crosswords  and puzzle software, Google Sheets, Word, Google Forms, Social media, Wikipedia, Survey Monkey, are only some examples of the amount of tools and web-pages that can be embedded. All of them include an easy tutorial on how to do it.

No, https://coamaker.com/ is not yet compatible with the Firefox browser. But it works in  Chrome and Safari.

In the Genially workspace we can find the section “Insert ” where we can insert windows that connect and display other software in a seamless experience for the user within our interactive presentations. Crosswords  and puzzle software, Google Sheets, Word, Google Forms, Social media, Wikipedia, Survey Monkey, are only some examples of the amount of tools and web-pages that can be embedded. All of them include an easy tutorial on how to do it.

Yes. Your game can be shortened if you have a Genially account. However, it is not possible to shorten an InterSTEM original game if you did not created it. Therefore, if you want to shorten an InterSTEM original game, you should ask the partner that created the game and owns the intellectual property rights on the specific game, as it is the only one that can help you with this.

In the section “Pages” of the Genially Workspace (the last button of the elements’ menu) we can see all the slides that form our presentation. All the slides can hidden or deleted by clicking in the three dots menu placed next to each slide preview.

The InterSTEM Educational games are designed as interdisciplinary teaching and learning experiences. In this respect, in order to make the most of the InterSTEM educational experience, our advice is that teachers of different school subjects will work in teams, so the game can take up to 2 hours and students will learn more about certain subjects, depending on the teachers background and on their teaching subjects.

Yes, the game runs on all devices. However, it is highly recommended to use a computer as in case of a smart-phone the size of the device does not guarantee a good user experience for the teams.

No, you don’t need to install anything to play the game. The only thing you need is to receive the credentials from the InterSTEM partner that created the game.

Yes, the InterSTEM game works in any browser.

No. The game is free for education purposes only.

If you have a Genially account, you will be able to hide or delete challenges to adapt the lesson-game. To modify a lesson-game, you need to have it (or a copy of the lesson-game) on your account. For accessing the workspace, you need to click on the “Pages” section, in the left menu, and select the slide that you want to hide. To hide it, you need to click on the three-dots menu over the slide, and click on “hide this slide”. It is important to take into consideration that each challenge is made up of more than one slide. It can have a title slide, a piece of the story slide, the activity slide, a feedback slide and a did you know slide. So, if you want to hide one challenge, you might need to hide more than one slide.

You need to provide the link and the general password to the students, in order to allow them access to the game. The students split in teams need to receive one link and the password per team. The link is the same and works for all teams, since the team selection is done inside the lesson-game, during the onboarding. To enter each team experience, a password is needed. Each team has its own password, to validate that each team is entering the correct path. The teacher will provide the passwords to each team.

In the section “Pages” of the Genially Workspace (the last button of the elements’ menu) we can see all the slides that form our presentation. We can add pages to our presentation by clicking on the button (+), “ADD PAGE”, on the top of the slides small preview. Once we click on this button, a window appears, and it allows us to add slides from other templates or already created presentations. This functionality is very useful to import challenges and activities from other lesson-games.

Yes. Genially offers the option for lesson-games to be downloaded and executed as a HTML, a video or a PDF file.

Each InterSTEM game is designed for six teams in order to guarantee a good and flexible distribution of students. The decision regarding the number of teams was taking by considering the fact that the number of students per class usually oscillates from 12 to 36. In this way, by choosing 6 teams, the teacher is free to decide whether to make pairs of 2 people or groups of six members, depending on the class attendance. It is important to use all six teams, because each team will unlock different badges that will be used to unlock a final collaborative challenge.

If it is needed, two or more teams can play the game using the same team number. In this case, the teacher has to take into account that more than one team will receive the same badges.

Once the teams have the lesson-game running on their devices, they will discover the beginning of the story through a video, text or audio recording. The teacher can decide to guide the beginning of the game 9e.g. to run the video on a screen for the whole class to watch it together) or let the students go through it independently. Next, each group of students will have to choose a team (or the teacher will allocate team numbers to each group). The teams are numbered from 1 to 6, so it is important that the teams know which number they have allocated.

One device per team will be necessary (it means 6 devices for the whole class). Although the lesson-game works on all devices, it is highly recommended to use computers or tablets in order to guarantee a good experience and allow all the members of the team follow the game experience properly.

First, we need to provide the link and the general password to the students in order to allow them access to the game. The students, grouped in 6 teams, need to receive one link and the password per team. The game-link is the same and works for all teams, since the team selection is done inside the lesson-game, during the onboarding. To enter each team experience, a password is needed. Every team has its own unique password. This, to validate that each team is entering the correct path. Therefore, the teacher will need to provide these passwords to each team.

No. It is  very important to warn the students not to close the game, since the progress will be lost and they will have to start it from the very beginning.

During the lesson-game, students will have to overcome 20 to 24 challenges, depending on the game and on the level.

The challenges always present the same structure: a title, an introduction text, an interactive activity,  a feedback, and, sometimes a “Did you know” section with additional information.

No. The students can continue only after they answer or complete each activity correctly.

During the InterSTEM educational experience each team will unlock 3 or 4 badges, depending on the lesson-game. Each badge represents a code that will be shared with the other team in order to unlock the last challenge of the game. In this way, all teams will need to collaborate to solve the game mystery.

It is important to warn the students that extra spaces in the end of the code can mark it as a wrong answer.

Once the teams arrive at the end, the screen can be closed normally, by simply closing the tab from the browser.

If you have a Genially account, you will be able to hide or delete challenges to adapt the lesson-game. To modify a lesson-game, you need to have it (or a copy of the lesson-game) on your account. For accessing the workspace, you need to click on the “Pages” section, in the left menu, and select the slide that you want to hide. To hide it, you need to click on the three-dots menu over the slide, and click on “hide this slide”. It is important to take into consideration that each challenge is made up of more than one slide. It can have a title slide, a piece of the story slide, the activity slide, a feedback slide and a did you know slide. So, if you want to hide one challenge, you might need to hide more than one slide. 

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