Event Information
Session Outline (60 minutes)
1.Introduction (10 min)
Welcome and icebreaker activity to connect participants with traditional Mexican lottery.
Short presentation on the history and cultural value of the game.
Explanation of the STEM twist: how NFC tags and Arduino bring the game to life.
2.Game and Dynamics (25 min)
Distribution of NFC-enabled lottery cards among participants.
Demonstration of how scanning a card triggers interactive content on a tablet or display.
Participants play several rounds of the electronic lottery, each card unlocking science facts, small experiments, or STEM trivia.
Facilitators highlight how gamification supports engagement and knowledge retention.
3.Cooperation and Inclusion (15 min)
Switch to cooperative mode, where small groups collaborate to complete challenges or build knowledge together.
Accessibility adaptations demonstrated: audio prompts, simplified reading, tactile supports, and visual feedback.
Reflection on teamwork and inclusion as essential elements of STEM learning.
4.Closing & Reflection (10 min)
Group discussion on practical ways to bring this activity into classrooms.
Sharing of participant ideas on adapting cultural games from other traditions using low-cost technologies.
Wrap-up: emphasizing the importance of cultural heritage as a bridge to STEM.
Explain how NFC technology can be applied in educational contexts.
Recognize the role of cultural and traditional games in engaging STEM learning.
Experience gamification as a motivational and inclusive strategy.
Propose ways to adapt cultural heritage into interactive classroom technologies.
Research shows that gamification in education increases motivation and retention, especially in STEM subjects. UNESCO emphasizes integrating local cultural practices into technological projects to ensure relevance and
ownership. NFC is a low-cost, highly replicable technology, ideal for classrooms with limited resources. Combining heritage with digital innovation has been shown to strengthen identity while making learning more engaging.
References:
1.UNESCO (2020). Education for Sustainable Development: Guidance and
case studies.
2.Deterding, S. (2019). “Gamification in Education: Motivation and Learning
Outcomes.” Educational Technology Research Journal.
3.International Journal of STEM Education (2021). “Cultural relevance in STEM:
leveraging heritage for engagement.”
4.IEEE Access (2020). “NFC Technology in Low-Cost Educational Applications.”
5.World Bank (2018). Technology and Inclusion in Education.
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