DIDACTA Booth

Didacta Italia, the leading event on educational innovation in Italy, took place from March 12 to 14, 2025, at the Fortezza da Basso in Florence, in its eleventh edition dedicated to the 100th anniversary of INDIRE.

With over 2,300 training events and 520 exhibitors, Didacta transformed Florence into the European capital of the school of the future, offering teachers, school leaders, universities, companies, and public institutions a space for exchange, experimentation, and networking.

📍 Our booth and proposed activities

It was a somewhat challenging event: the area assigned to us was unfortunately rather hidden, and the ordered booth graphics never arrived! Not to mention the heavy rains that caused the flooding of the Arno River and the Rimaggio stream in Sesto Fiorentino.

But despite everything, we were there! With our booth (in the Cavaniglia pavilion), we managed to present to all those who sought information:

  • Our interactive workshops (narrative + gamification + tech focus): hands-on training for teachers, students, and operators, based on our course “Creating a Sustainable Video Game” and the special “Educational Movierooms”.

  • Demonstrations and previews, with examples from the prototype developed together with GCIB: storytelling, basic coding, asset creation. Visitors also had the chance to discover how to customize the Movierooms experience with teachers and classes.

  • Moments of exchange and guidance with visitors, to illustrate how video games can serve as a tool for STEAM, project-based learning, and inclusion.

🎯 Why attending was a strategic choice

  • Visibility in a context of educational excellence: Didacta hosted ministries, universities (MUR, CRUI), and both regional and national institutions.
  • High-quality networking: teachers, principals, school operators, and companies in the sector came to explore the educational value of video games.
  • Method validation: our course attracted attention for its practical, interdisciplinary, and digital approach, aligned with the learning by doing trends highlighted in the Didacta program.
  •  

Participation made possible thanks to the support of:

🔍 The results emerged

Positive feedback on the potential of video games as an educational tool.

Concrete interest and attentive conversations from institutes for future courses or PCTO and tailor-made lessons.

 

📩 Want to find out more?

Contact us to:

  1. Receive the protocol of any available courses.
  2. Organise a live demo for your institution.
  3. Include the offer within official school activities (PCTO, workshops or other projects).
Thank you and see you soon