ACADEMIC EDUCATION |
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Can digital solutions create significant new ways to teach and deliver information? Organizations and schools are challenged to make information relevant and interesting, yet, more often than not, the target audience are passive rather than active users in the learning process. |
SELECTED CASES |
Kaplan - Hey AlienOne of the worlds leading educational publishers wanted to create a game for the new iPad platform, that would be entertaining and motivate children to practice their spelling. SGI developed a game with a twist on the hugely popular tower defense genre. |
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Sex & Samfund - Me & My BodyThe Danish Family Planning Association and Serious Games Interactive developed an online solution with games, quizzes and a "Facebook-like" forum to inform and educate children about their sexuality and to create awareness about the questions that young people today are confronted with when growing from children to teenagers. |
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CBS - CBS Case ForumCopenhagen Business School in cooperation with Serious Games Interactive developed the CBS Case Forum, an online platform that connects students, CBS Faculty, companies, public organizations and policy institutions in solving business challenges and engage in lively debates on business and management issues. |
KNord - The FactoryKNord is a Danish business college that educates students in economics, business and communication. KNord wanted to create an online game that would educate students on basic economics through an engaging online experience and a game that could be used by any teacher with little preparation time. |
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EUROPEAN SCHOOLNET - PhoenixThe European Schoolnet (EUN) is a network of 31 Ministries of Education in Europe and beyond. EUN has established a position as a European platform for schools to achieve effective use of technologies in teaching and learning, promote the European dimension in education, develop new pedagogical approaches and equip teachers and learners with new skills. |
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