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Published online by Cambridge University Press: 23 December 2021
We present here an edutainment strategy to communicate science and technology which is strongly based on personal motivation of the learner candidate: participants/players learn because they find it useful/interesting in order to achieve their own goals in some unique game. Our own goal is to capture young people’s attention in an immersive and collective storytelling experience within the framework of a role-playing game specifically designed for scientific literacy. The first experiences in public high schools of Argentina are reported here.