Drama in Education

Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Digital Storytelling was implemented to the students of the 1 st High School of Gerakas on the 31 st of January 2025.

During this class, the students explored the concept and social impact of a statue placed in a public space through the study of the artwork “The Abduction of Persephone” by Girardon François. They carefully observed the image of the statue and recorded their initial thoughts and feelings. Their first reactions varied: some found it impressive due to its dynamic representation, while others felt discomfort because of the violent nature of the scene.

In groups — portraying characters such as a young woman, a father with his son, a little girl, a middle-aged man, or a retired couple — students created frozen images showing how these people might react when facing the statue. They also wrote phrases that could reflect what different people might think or say upon seeing the statue. Their ideas ranged from a child’s curiosity to an adult’s deeper reflection on the message conveyed by the artwork.

Finally, students took on roles as city council members and were asked to debate a letter requesting the removal of the statue due to its supposedly inappropriatemessage. Opinions were divided. Some argued for the statue to remain, emphasizing its artistic and historical value. Others believed it should be removed or accompanied by an informational sign to clarify its meaning.After discussion, the “city council” decided not to remove the statue but to place an explanatory sign to inform the public about its mythological and artistic significance.

This activity helped students understand the importance of public art, develop critical thinking, and experience democratic participation through a decision-making process.

The students responded positively to the dramatization activity. They were quite enthusiastic. Most of them felt satisfied and inspired. However, some felt uncomfortable because they were pushed out of their “comfort zone” A few got bored, and others felt confused. Nevertheless, everyone asked to do a similar class again, and all agreed that they had learned in a creative and active way.

Additionally, most students stated that they learned to collaborate more constructively with their classmates. They also reported that they became better at finding creative solutions and thinking more critically than usual.

Other news

Digital Storytelling

Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Digital Storytelling was implemented to the students of the 1st High School of Gerakas on the 14th of February and the 14th of March 2025.

Gamification for fun

Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Gamification for fun was implemented to the students of the 1 st High School of Gerakas on the 9 th of May 2025.

Training of Trainers in Florence!

The aim of this event was the organization of a training course on the methods for trainers, from the partners, in order to enable them to transfer them to teachers. The training course will be blended and will consist of an online course synchronous course (20 hours)...

The consortium travels to Leuven, Belgium!

The first day was dedicated in discussions related with the management and implementation of the project while in the 2nd day there were organized follow up activities of the internal training aiming to deepen the knowledge and understanding of the members of the...

Preparing and validating the Joint Curriculum!

A draft version of the training curriculum was presented in an online workshop with 30 experts and educators from all partner countries organized on the 22nd of April. On the basis of this consultation, corrective action is being made on the draft version of the...

The first Train the Trainers face to face workshop in Athens!

In Athens from the 17th until the 21st of October 2023, the face-to-face part of the training was organized. In 5 days, the participants were thrilled to have the chance to experience 10 methods (5 methods per day). We applied one exemplary lesson plan on every...

The Online Training of Trainers just finished!

In the first year of the ACADIMIA project, the main aim of the activities was to train internally the members of the academy in the 10 methodologies that constitute the core of the project and to prepare the resources and materials for the training activities that...

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Training of educators of 1st High School of Gerakas - Gamification for fun

🗓️ Published on: May 22, 2025

Έγινε παρουσίαση στους εκπαιδευτικούς του 1ου Γυμνασίου Γέρακα της δημιουργικής μεθόδου παιχνιδοποίησης, Gamification for fun, η οποία αναφέρεται στην πρακτική της εφαρμογής στοιχείων που μοιάζουν με παιχνίδι — όπως πόντοι, προκλήσεις, ανταμοιβές και πρόοδος — σε εκπαιδευτικές δραστηριότητες. Τονίστηκε ότι ο στόχος είναι να γίνει η μάθηση πιο ελκυστική, διαδραστική και διασκεδαστική, διατηρώντας παράλληλα την εστίαση σε βασικούς μαθησιακούς στόχους. Παρουσιάστηκαν όλα τα στάδια της μεθόδου (καθορισμός μαθησιακών στόχων, υπόθεση, προκλήσεις και πρόοδος, κανόνες, στρατηγική ανταμοιβή). Επίσης παρουσιάστηκαν δύο παιχνίδια που δημιουργήθηκαν με βάση αυτή τη μέθοδο, «Τα καπέλα του De Bono. Η ζωή του Υπολογιστή - Καπέλα Επί Δράσης!» για το μάθημα της Πληροφορικής Γυμνασίου και «Τα καπέλα του De Bono. Η δύναμη των στατιστικών!» για το μάθημα της Στατιστικής στο Λύκειο.

Training of educators of 2nd Senior School of Gerakas -Gamification for fun

🗓️ Published on: May 15, 2025

A presentation was given to the teachers of the 2nd Senior School of Gerakas on the creative gamification method, Gamification for fun, which refers to the practice of applying game-like elements — such as points, challenges, rewards, and progress — to educational activities. It was emphasized that the goal is to make learning more engaging, interactive, and enjoyable, while maintaining a focus on key learning objectives. All stages of the method were presented (setting learning objectives, storyline, challenges and progress, rules, strategy, and payoff). Two games created based on this method were also showcased: “De Bono’s Hats. The Life of the Computer – Hats in Action!” for Junior High School Computer Science, and “De Bono’s Hats. The Power of Statistics!” for Senior High School Statistics. In both games, students can imagine themselves as researchers or travelers who use the "Six Thinking Hats" as different lenses through which to view information from multiple perspectives. In this way, the abstract concepts of critical thinking and argumentation are transformed into an interactive and comprehensible journey.

Training of educators of 2nd High School of Gerakas

🗓️ Published on: April 10, 2025

Οι εκπαιδευτικοί, αφού γνώρισαν τις μεθόδους της ψηφιακής αφήγησης στο διαδικτυακό προγραμματιστικό περιβάλλον του Scratch, δημιούργησαν έργα που αφορούσαν διαλόγους μεταξύ χαρακτήρων με επιλογή κατάλληλου υποβάθρου. Στα έργα αυτά πρόσθεσαν ήχους, φωνή από ηχογράφηση, κείμενο σε ομιλία, κίνηση, αλλαγή ενδυμασιών κλπ για να τους προσδώσουν ζωντάνια. Συζητήθηκαν ιδέες για το πώς μπορούν να ενσωματώσουν αυτή τη δημιουργική μέθοδο στη διδασκαλία των δικών τους αντικειμένων.

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