Features

acaSTEMia  provide gamification of STEM to help people learn and share knowledge immersed within digital twins of places of interest.

We provide games & products using the academic grouping of Science, Technology, Engineering & Maths (STEM) to help students & players learn and share knowledge as they play. We introduce STEM into academia in a fun way!

Our range of products are available in the online shop

The games are increasingly being adopted by schools and the feedback from young students is encouraging. Teachers are often taken aback by the enthusiasm that a game can have on a generation that is used to smart phones, video-on-demand and touch screen technology.

You can check out our range of games in the online shop. Play that game, have fun and share your knowledge!

Every month a new digital twin of a place of interest will be added to the acaSTEMia digital twin matrix! The portal links are mobile and new questions will be moved about, and new ones added! So every time its played there is a new environment to explore. The acaSTEMia matrix of digital twins grows bigger every month! Can you navigate through the portals, complete a set of questions & answers, then navigate back to the Professors office to finish the game?

Access from laptops, desktops, smart phones and gaming platforms. Play individually, in teams or as a group.

 

acaSTEMia is an online web-based game where players/teams navigate and play inside a 3D digital-twin of the acaSTEMia academy matrix. Players navigate around the interactive and immersive environment answering STEM based questions; interact with famous scientists, technologists, engineers and mathematicians; as well as our own acaSTEMia characters! Answer questions correctly to complete STEM shields and graduate. Reach the Professors office and answer correctly to become the Professor! Along the way watch out for ‘Risk or Reward’ and ‘exam-time’ hidden elements.

 

sTEMulate your knowledge!

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SCIENCE
Science enables us to develop our interest in, and understanding of, the living, material and physical world. Science helps us understand the philosophy of the world and to understand how the world was created. Science is the intellectual and practical activity encompassing the systematic study of the structure and behaviour of the physical and natural world through observation and experiment. Science: any system of knowledge that is concerned with the physical world and its phenomena and that entails unbiased observations and systematic experimentation. In general, a science involves a pursuit of knowledge covering general truths or the operations of fundamental laws.
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TECHNOLOGY
Technology is what is produced through the application of scientific knowledge to human activity. Technology is what has helped us humans develop on earth, and introduced such things as electronics and online platforms. Technology is the application of scientific knowledge for practical purposes, especially in industry: machinery and equipment developed from the application of scientific knowledge: the branch of knowledge dealing with engineering or applied sciences.
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ENGINEERING
Engineering is the practice of using natural science, mathematics, and the engineering design process to solve problems, increase efficiency and productivity, and improve systems. Modern engineering comprises many subfields which include designing and creating infrastructure, machinery, vehicles, electronics, materials, and energy. Engineering is the application of science to the optimum conversion of the resources of nature to the uses of humankind.
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MATHS
ll of STEM is underpinned by Mathematics, which includes numeracy, and equips us with the skills and approaches we need to interpret and analyse information. Maths helps us understand different physics, and also to develop our mental skills and to improve your interest in mathematical activities. Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. The study of numbers, shapes, and space using reason and usually a special system of symbols and rules for organizing them.

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