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Immersive Learning Adventures

New ways of learning and connecting to the world

We create immersive experiences in education connecting immersive theater,
new technologies, and gamification.

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CURSO INTRODUÇÃO
ÀS AVENTURAS DE APRENDIZAGEM

Arte, Tecnologia e Gamificação na Educação

Estamos preparando uma nova edição do curso para o próximo semestre! Em breve mais informações.

Teacher's area Readers’ Factory 2024

Access the materials

from the Factory here:

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About

WHO WE ARE

We create immersive experiences in education connecting immersive theater, new technologies, and gamification.

Through "Immersive Learning Adventures", we engage participants in a fictional world that invites them to join and interact, where they recognize their potential as transformative agents in society while advancing their educational journey.

 

We work in partnership with public and private institutions, museums, companies, and communities, translating their challenges into transformative immersive experiences.

OUR OBJETIVES

Creating social and environmental impact through the interplay of art, technology, and education, reimagining modes of teaching and learning.

TRANSFORMING
EDUCATION

We believe in diverse ways of learning. The arts, integrated with new technologies and education, hold the key to creating innovative approaches that align with the present time, serving as powerful tools in building a more humane and sustainable world.

We engage in socio-environmental themes to create impact in the lives of communities, aligned with the UN Sustainable Development Goals and the Inner Development Goals.

Platô Cultural is an integral member of Catalyst 2030, a global movement uniting impact organizations and social activists from all sectors, committed to the UN Sustainable Development Goals (SDGs), and striving to develop innovative approaches to accelerate their implementation by 2030.

WHAT WE DO

Through Immersive Learning Adventures, we aim to strengthen the connections between student, content, and teacher. Blending fiction and reality, physical and virtual elements, gamification and immersive theater, we craft engaging immersive experiences that highlight individual and collective creativity of the youth. This way, knowledge is actively and collaboratively built through autonomy, motivation, and curiosity.

The experiences we create stem from a fictional setting, placing the participant as the protagonist of this story, shaping a learning adventure that navigates across diverse disciplines, media, and senses. Immersive theater in education while innovative both in Brazil and globally, has the potential to transform education.Embracing the role of a protagonist in an immersive experience develops autonomy in the learning process and nurtures a responsive, participatory relationship with the surrounding world.

Platô works in three main areas:

  • PROJECT DEVELOPMENT AND IMPLEMENTATION;

  • TEACHER TRAINING;

  • ONGOING RESEARCH AND CONSULTING.

OUR BASES: 

ART

EDUCATION

Art enables the interweaving of layers of meaning, acting as a synthesis that merges the sensory aspects of physical encounters, the enchantment and the extraordinary in fiction, emotional resonance through empathy, and intellectual stimulation via knowledge creation.

Active methodologies embody an educational approach where learning is viewed as a process led by the learner themselves, within a framework of interaction through their words, actions, and reflections. The educator acts as a mediator or facilitator, with the student at the core. Through this dynamic, knowledge is actively and collaboratively constructed. Assessment of the learning journey occurs continuously and iteratively.

TECHNOLOGY:

An environment rooted in experimentation, creativity, and invention, blending various types of resources, is intertwined with the terms Education 4.0 and 5.0. It's closely aligned with Active Methodologies by exploring interaction and enabling the learner's autonomous involvement, motivating engagement, reshaping time and space, and inviting learning.

Projects

OUR PROJECTS

School of the (Im)Possible

Readers’ Factory

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TNSTV

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ARVINHO

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The Arctic Lighthouse

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JORNADA EDUCACIONAL

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PLATÔ NEWS

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Green Changemakers Challenge
A Escola do (Im)Possível está entre os 12 vencedores globais do Green Changemakers Challenge. O anúncio foi feito no início de agosto, após
análise de 400 projetos inscritos e três rodadas de pré-seleção.

OUR PARTNERS

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Madeleine McGirk, Director of ITAC (International Teaching Artist Collaborative)

The School of the (Im)possible has been a joy to collaborate on, and the tangible social impact which it has already generated is significant. ITAC is delighted to have supported the development of the first pilot version of this work, and now its expansion into Scotland and beyond.
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