Last, apart from the direct relation of cMinds to STEM courses the focus of the learning games on creative and entrepreneurial thinking exemplified the relation of the proposed explorative knowledge building methodologies to wider subject areas. These may range from language learning to humanities and even arts. For example, the cMinds activities inspired in one primary school dramatization of the storylines by learners. Students took roles that were closely associated with the cMinds puzzles, for example the robot, the sheep, the wolf, and the cabbage, and acted out the learning scenarios by presenting in action the solution to a given problem. The dramatization of the execution by the computer of a program allowed learners to gain deeper understanding on algorithmic design. Teachers facilitated and recorded this session. Fig. 7 –Role playing for River Crossing activity Fig. 8– Dramatising the tutorial area