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IACéta

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

IACéta is an immersive, interactive classroom experience that invites pupils (grade 6 and lower secondary school) to work in teams to repair a faulty artificial intelligence system that decodes cetacean language. The mission, which lasts one class period, takes place in three stages. Equipped with technological equipment (VR headsets, tablets, audio headsets), students form trios and take turns playing the roles of diver, analyst, or marine acoustician who analyses whale sounds. 

Host the IACéta Experience in your Classroom

This project is closely linked to the skills outlined in the Quebec Education Program (PFEQ), particularly in French, mathematics, science and technology, in addition to developing the digital skills of primary and secondary school pupils.

This turnkey project combines communication, science and creativity, while drawing on the principles of teamwork and active learning. 

Interested in bringing this project to life in your classroom? Write to us to plan an experience at your school for autumn 2025 or 2026 : info@iscola.ca 

*The IACéta Project is currently only available in French.


TA TOUNE

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Through a series of educational workshops, pupils explore Quebec’s French-language musical repertoire while developing language, analytical and collaborative skills. This turnkey educational project invites them to immerse themselves in the world of Quebec song while developing essential skills for the 4th, 5th and 6th grades of primary school as well as the early years of secondary school (1st and 2nd grades). 

Workshop 1 – Introduction and Exploration

Students discuss their listening habits and discover the linguistic richness of Quebec songs by participating in a quiz. Together, they analyse the lyrics, reflect on Anglicisms, joual and the richness of linguistic creativity.  

Workshop 2 – Game Design

Based on the ideas generated, students design the rules and mechanics of an original game. In small groups, they create their own quiz and test it with their classmates. A third workshop is also available for those who want their game to be tested in another class (optional).

Hosting TA TOUNE Workshops

This project is clearly rooted in the skills outlined in the Quebec Education Programme (PFEQ), particularly in French, ethics and religious culture, visual arts, and the development of cross-curricular skills, as well as the ILSS programme for reception classes.

This turnkey project combines language, culture and creativity, while drawing on the principles of gamification and active learning. 

Interested in bringing this project to life in your classroom? Write to us to plan a series of workshops for autumn 2025 or 2026 : info@iscola.ca 

*The TA TOUNE Project is currently only available in French.


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Kali at Camp

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Objective: To equip summer and day camp educators in order to help them introduce youth to the natural sciences.

Issue: Today, young people no longer participate in natural science activities in summer and day camps, even though they are often in the wilderness, because the young counselors do not have sufficient knowledge to be able to lead such educational activities. The project therefore aims to address this issue. 

The activity: An application integrating an interactive identification key. Campers learn to identify trees. A large number of quiz questions reveal a lot of interesting information related to the identified species. 

Impact: 873 users (summer camp counselors who reach 24 to 100 youth per summer). A rating of 4.3 out of 5 stars in the Apple store. https://camps.qc.ca/fr/gestionnaires-de-camps/ressources-aux-membres/kali-au-camp/

Testimonial: “I liked it overall. The interface. It appeals to both young and old,” says one of the testers. 

Our partners: The project is co-produced by iScola, the Clubs 4H du Québec, CREO and the Association des camps du Québec, with the financial contribution of the Guy Chevrette Foundation, Telus and the Ministère de l’Éducation et de l’Enseignement supérieur (MEES).


Kali’s Educational Notebooks

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Objective: To discover the importance of wetlands for wildlife and to bring young people closer to nature. 

Issue: Today, young people have less and less access to nature. This situation is so widespread that it has been given a name: the nature deficit. Connecting young people to nature will help them discover its benefits. 

The activity: Kali’s digital notebooks prepare or complement a nature visit. Young people explore life in wetlands in a fun way: “classification of living things”, “reproduction”, “diet” are some of the topics covered. After completing the workbook, students can email their results to their teacher, who keeps track of what the students have learned. 

Impact: Thanks to this tool, young people learn that : 

  • Wetland aquatic areas are calm and have many hiding places. They are ideal for fish to lay their eggs and for fry to hide in and protect themselves from predators.
  • Wetlands are prime areas for providing shelter and food for many wildlife species. They are often staging areas for migratory birds.

To discover the interactive educational guide: http://www.scienceenjeu.com/peka/stlaurent/guideinteractif/#/cover

The booklet is complementary to the SCIENCE IN PLAY experience on PEKA Island: http://www.scienceenjeu.com/peka/stlaurent/

Partners: This project, produced by iScola, was supported by the Fondation de la faune du Québec and CREO.


Electrika

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Objective: Electrika is an initiative of a Secondary 4 teacher, Nancy Berger-Thibault, who was looking for a fun learning tool to help her students intuitively understand complex concepts related to electricity. 

Problem: Invisible to the naked eye, electrical phenomena are difficult to master. Traditional teaching is very theoretical and schematic, making electrical physics a complex subject for students in Secondary 4. 

The activity: By using a game mechanic that facilitates the visualization of the real-time movement of electrons in circuits, Electrika will make the learning experience more intuitive, dynamic and engaging for students, who will be better able to learn on their own, at their own pace. Through an electrical puzzle game, students will build different circuits of varying levels of difficulty.  They will learn the difference between a series circuit and a parallel circuit and they will get a qualitative idea of Ohm’s and Kirchhoff’s laws. 

The prototype version of the game includes the first 8 levels of the game. Students learn about series circuits. http://www.scienceenjeu.com/electrika/

Partners: Co-produced with SOFAD, CREO, Groupe de recherche EREST, NSERC, MEI and several Quebec school boards.


Delivered by Ship

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Objective: To help teachers differentiate their teaching by using the educational game “Delivered by Ship”, which also helps students discover the shipping industry while having fun! 

Issue: Some sectors are not well known by young people. To give students a taste for learning and to help them understand how school subjects will serve them throughout their lives, it is effective to contextualize notions in real-life situations, while helping them discover trades and professions.

The activity: The animation tour leads students to review the learning of mathematical concepts (angles, fractions and the Cartesian plane), in fun and concrete situations (e.g., docking ships, locating obstacles with satellites, etc.). 

Impact: The tour reached young people in several regions of Quebec all along the St. Lawrence River, as far as the upper North Shore. The magazine l’École Branchée presents this initiative: https://ecolebranchee.com/2018/06/28/gagnants-du-concours-livre-par-navire-decouvrir-lunivers-maritime-du-fleuve-saint-laurent/.

Partners: The tour is hosted by iScola with the financial participation of the Société de développement du St-Laurent (SODES).


PEKA Animation Workshops

Réalisations iScola Accomplissements iScola Projets iScola Outils iScola

Objective: To promote the educational success of students from disadvantaged backgrounds in Montreal.  

Issue: Montreal youth drop out of school more than youth in the province as a whole. 

  • Dropout rate in Montreal (2018): 16.3%
  • Dropout rate in Quebec (2018): 13.6%

So while the graduation rate has been improving in recent years, the situation in Montreal remains worrisome. This is why iScola is looking to partner with donors and organizations to leverage digital technology in education and engage students in their educational success. 

The Activity: In these lively workshops, students were asked to discover wildlife by exploring the PEKA Island of SCIENCE IN PLAY. The mission: To create interpretive panels on an animal species of their choice. 

Impact: The students’ panels were displayed at the Biodôme during the summer, and then in the school’s corridors. They are now posted on Flickr: https://www.flickr.com/photos/157749694@N05/albums This outreach has generated a lot of pride in the students, which contributes to school motivation. 

Partners: The workshops led by iScola are made possible with the financial support of the organization “Une École montréalaise pour tous”, the PEKA Animation Workshops.


Tooling Up

Reinventing Educational Tools

Outiller Former Réinventer les outils éducatifs Accompagner les enseignants

Our expertise: 

  • Create impactful digital learning experiences.
  • Disseminate bold educational tools.
  • Broaden their accessibility to a larger number of people.

Our vision: 

To launch a national movement to innovate in educational technologies, train tomorrow’s citizens and awaken interest in science and engineering. 

Our strategies: 

  • Play and interactivity to stimulate students
  • Co-creation with educators and students to develop products adapted to their needs.
  • Collaboration for targeted research to understand the impact of games on learning and academic motivation. 
  • Monitoring of new technological and educational trends. 

Our goal: 

To design and produce innovative digital educational tools that are freely accessible and adapted to the needs of today’s in-school and out-of-school educators. 

To discover our initiatives, click here.


Train

Supporting Teachers

Outiller Former Réinventer les outils éducatifs Accompagner les enseignants

Our expertise: 

  • Explore and manipulate innovative technological tools
  • Mobilize students
  • Support and train teachers

Our commitment: 

To help teachers innovate in order to support the educational success of today’s students. 

Our strategies: 

  • Collaborate with teachers for discovery and co-creation workshops
  • Offer training workshops 
  • Visit classrooms with an offer of educational animations.

Our goal:

To help educators integrate technology platforms and interactive experiences into their teaching.

To discover our achievements, click here.