Para que las cosas ocurran

Edelvives wanted to launch a project focused on how centennials learn, with the aim of putting the students at the center of the conception of this project and since the convention of all of them they have talent that must be discovered and enhanced.

The Challenge

We have been listening, reading and expressing the need for education to be transformed and evolved for many years. Combining adolescence with the obligatory of high school is a challenge in the classroom, but from Oneclick and Edelvives it is hoped that it can be faced with constructive spirit and transformative will, so that the teaching-learning process becomes an opportunity for appetizing and memorable growth.

To this end, Para que las cosas ocurran was created, with the premise of putting students at the centre of the conception of this project and from the conviction that all of them have talents that must be discovered and enhanced.

Our Approach

There are several characteristics that define this generation of centennial teenagers and that, as the main challenge, have been very present in the configuration of this project:

• Interest and predilection for the creation and customization of the contents or products they consume.
• Certainty that the professions that will determine their future are in full evolution or do not even exist.
• YouTube as a global reference that allows them to solve doubts, approach new experiences, have fun, learn...
• Participation in social networks such as "meeting places", relationship, activism or social engagement...

Another fundamental challenge when considering a new educational project such as Para que las cosas ocurran is to be able to give a solution that enthuses the different agents involved while complying with very tight schedules and budgets.

The refocus given by Edelvives and Oneclick to the teaching-learning process is based on four ideas that aim to encourage the transformation of education in the high school level: Applying the maker culture, managing talent, educating in digital and gamification.

Key points

  • Gamification / Videogame

    Narrative of game and adventure that allows to achieve a high level of engagement with students.

  • Adaptative Learning

    Algorithms that present questions in different formats and depending on the child's responses.

  • Tools for teachers

    Teachers have a tool at their disposal that allows them to know the evolution of their students, as well as the concepts in which they have failed the most and that they have not internalized.

  • Enriched and responsive experience

    It allows an enriched experience with multimedia content such as photos or videos, accessible from any device inside and outside the classroom.

  • Ready for PBL

    Teachers have a tool that allows them to work the curricular content with their students, using the Project-Based Learning methodology.