Play. Think. Change the ending.
A series of educational role-playing games for secondary schools, designed to develop empathy, creativity, critical thinking and collaboration.
Role Games are narrative games to be played in the classroom or laboratory.
Each book in the series offers an adventure to be solved, inspired by the world of science, art or active citizenship.
Students take on the roles of characters with specific roles and, together, face real challenges using the design thinking method.
An active, engaging and memorable way to work on the soft skills of the future.
Play with a friend
Design your game as a pair. Challenge your creativity. Play as a pair.
+ 9 anni
Duo
A cutting-edge science laboratory. A sudden crisis.
Will the team be able to work together to avoid disaster… or will the saboteurs prevail?
Science, technology and civic education intertwine in an adventure to be experienced in the classroom.
+ 9 anni
Duo
Un museo pieno di enigmi. Una missione da compiere.
Ogni personaggio ha un ruolo chiave per risolvere misteri legati a storia, arte e cultura.
Perfetto per lavorare sulle competenze trasversali in modo creativo e partecipato.
+ 9 anni
Duo
A museum full of puzzles. A mission to accomplish.
Each character has a key role to play in solving mysteries related to history, art and culture.
Perfect for working on cross-curricular skills in a creative and participatory way.
Put yourself in someone else's shoes
Analyse, compare, choose
They reason, test and improve
Every role is part of the team
Learn how to act in complex situations
Engagement is at its peak!
If you are a teacher, trainer or educator in secondary school, Role Games are designed for you.
For use in the classroom, afternoon workshops or PCTO (Pathways for Transversal Skills and Orientation)