Juventus Museum: New Educational Program Launches Today | OneFootball

Juventus Museum: New Educational Program Launches Today | OneFootball

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·20 Oktober 2025

Juventus Museum: New Educational Program Launches Today

Gambar artikel:Juventus Museum: New Educational Program Launches Today

Juventus, in collaboration with WeSchool, has today presented its new educational programs for students at a special event held in the Juventus Museum's Teaching Room. The event was attended by Juventus Museum President Paolo Garimberti, Stadium & Consumer Business Director Paolo Monguzzi, WeSchool CEO Letizia Sbarbaro, Educational Editor Daiana Rodigari, and Educational Specialist Martina Peschini, who explained the program's contents.

Consistently ranked among the fifty most visited museums in Italy, the Juventus Museum was designed to offer an immersive experience that goes beyond football. Its founding mission has always been to guide visitors on a narrative journey through the Club's iconic triumphs and milestones, using Juventus' history as a starting point to broaden their perspective on broader contexts, touching on cultural and social history both nationally and internationally.


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The Juventus Museum's revamped educational offering has been structured to be doubly effective: firstly, to tap into the interests of younger generations, and secondly, to address curricular needs expressed by schools. These different needs are linked by a common thread: the exploration of current topics aimed at developing multifaceted and future-oriented skills.

Let's learn more about the offer!

THE OFFER: THREE PATHS TO GROWTH

The programs, designed for all age groups, were developed to complement the museum and Allianz Stadium experience with themed workshops, all tailored to the different age groups.

The goal is to transform learning into an interactive adventure, also meeting the needs highlighted by teachers:

  • "Champions Inside: Training Emotions": a journey towards emotional awareness, personal reflection, and empathy;
  • "Open Game: Technology, Sustainability, and Inclusion": to stimulate creative thinking;
  • "Educational Choices: What is My Role?": to help young people imagine possible career paths.

For more information, click here!

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