Share with other educators how to use digital technology in the classroom
Toolbox
Content also related to other innovative EdTech tools: VR, AR, 3D printing, robotics, IoT, electronics, web tools, coding, etc.
973
classroom experiences
1375
active teacher community
1238
rated apps
Objetives
Best practices
Focused in teaching and learning
Open community
Geolocation, gamification, project-based learning and service learning for any subject matter
Mobile History Map
Multimedia content created from research, collaborative work and connecting the curriculum with the local community.
2150
projects created
19744
contens created
2847
quiz games created
Objetives
Methodologies and significant contents
Connection and interaction with the local community
Final product of a whole process
We recognize the achievements of the mSchools educational community
Student Awards
Since 2013, every year we invite teachers and students from mSchool community to take part in Student Awards in celebration of their accomplishments. Our jury of experts select the most innovative projects, and we award them. We recognize creativity, relevance, and technical development through different categories for students from Primary School, Secondary School, High School, Baccalaureate and Professional Training.
Objetives
Solve real-world problems through technology
Mobile App development
Celebrate the mSchools community achievements
Developing computational thinking from an early age
ScratchChallenge
With the aim of fostering digital skills and developing creative thinking among the youngest, ScratchChallengefocuses on the application of computational thinking through the learning of the programming language Scratch. Addressed to 10-14 years old students, the educational proposal allows students to create interactive stories, simulations, games and animations and sharing them online.
The proposal is structured in six modules, which evolve sequentially in complexity, each consisting of 12 one-hour sessions. Each module poses a challenge that students will have to solve progressively and work in groups.
700
participating schools
16.000
students impacted
Objetives
Promote the use of open tools
Enable children to become creators of value, and not be just consumers.
Generate technical and scientific vocations
From smartphone to lab: using mobile phones to do science in the classroom
mSTEAM
This initiative offers multidisciplinary project and challenge-based lessons that promote learning through scientific inquiry. It boosts critical thinking and problem-solving skills by teaching STEAM concepts through hands-on experiments and activities.
mSTEAM takes advantage of the ubiquity of mobile devices by transforming them into multipurpose lab tools that can then be used in the classroom to conduct experiments and promote inquiry-based learning. It is a highly accessible initiative that can be implemented in virtually any classroom.
It aims at closing the gap between science taught in the classroom and scientific work done by research centres, academia and industry partners, who become part of the mSTEAM community.
80
hours of content
4
collections of teaching units
3
available languages
Objetives
Provide educational material for the classroom
Addressed to 9–14-year-old students
STEAM subject focus
Fostering entrepeneurship through the use of technology for social good
AppEducation
AppEducation focuses on the design and creation of applications for mobile devices, the development of their prototypes and the design of the go-to-market strategy. Offered as a computer science elective in Catalan high schools, the main purpose of this project is for students to design and develop apps that give users the ability to solve a problem or offer some type of help in doing so.
Based on a project-based learning methodology, this project encourages students to work collaboratively and organize themselves as if they were a real company, hence promoting team work in the classroom, entrepreneurship and a sense of social responsibility, all while developing digital skills.
In addition, students and teachers receive mentoring from industry experts who volunteer their time to improve the learning outcomes and offer a vision of the industry.
90.000
students involved
2100
participating schools
800
apps projects designed
Objetives
Foster digital skills
Encourage students to be active and aware citizens
Closing the gap between industry and classrooms