Category: Smart Society

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Training Anoia Connected Car Living Lab

Entrepreneurship training for Connected Car (2018) CUSTOMER Campus Motor Anoia TEAM SKILLS Training Entrepreneurship Motivational Design & GamificationLean StartupBusiness Model Canvas Pitching – Pecha Kucha Challenge Based Learning The customer challenge Brief Campus Motor Anoia  proposed us to create a face-to-face learning experience on Entrepreneurship in the field of Connected Car and gamification addressed to people…
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Gamification and innovation for life-long learning in health sector

The Power of Play for life-long learning CUSTOMER Allergan TEAM SKILLS Training Game Design Gamification Serious Games Storytelling Aesthetics Mechanics Player Types The customer challenge Brief Create and perform a keynote about how to innovate using gamification in life-long learning to open the annual event on life-long learning for their employees: retALENT (Retos Actuales en Retina…
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PlayVisit

Create awesome interactive adventures for cultural tourism and education A cloud-based platform with powerful authoring tools to create tourism and cultural routes with gamification elements that can be integrated in any digital product: website or mobile App. No programming skills required! PlayVisit platform consists of 3 main products: PlayVisit Studio: cloud-based platform to create location-based…
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CO3

H2020 Project (Grant Agreement: 822615). Call: H2020-SC6-TRANSFORMATIONS-2018 Digital Disruptive Technologies to Co-create, Co-produce and Co-manage Open Public Services. CO3 aims at assessing the benefits and risks of disruptive technologies, namely: blockchain, augmented reality, geolocated social network, liquid democracy tools and gamification, in the co-creation, co-production and co-management of public services with citizens as PAs partners…
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Beaconing

H2020 Project (Grant Agreement: 687676). Call: ICT – 22 – 2015BEACONING stands for Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning and will focus on ‘anytime anywhere’ learning by exploiting pervasive, context-aware and gamified techniques and technologies, framed under the Problem-Based Learning approach. Project Goals Integrate technologies, pedagogical and social perspectives using pervasive, context-aware…
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