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Education

Create engaging and authentic content that can also be gamified.

Learning, teaching, enriching

Implementing research study procedures in an open space by students of various ages and from unlimited subject matters. The system permits developing learning procedures through which students investigate and create individual content units. Through these procedures the student is required, on one hand, to do research suitable to his age thereby acquiring new knowledge, and on the other hand, to use and improve additional tools and skills, such as linguistic and computer literacy, creativity, writing narrative and goal seeking descriptive texts, open space orientation, writing peer-feedback, and more. The student enjoys doing all of the above using the computer in his regular study-space as well as going out into an open space with a mobile instrument. The learning experience can be summarized through a group, class or family game. The described process can take place in the school area, in the municipal/community space, and in external content sites such as museums, gardens and parks.

Automaticly gamification of your students creation

Adding motivation while focusing teacher's time on mentorship

Featured projects

Language skills

English as foreign language - in several locations world wide teachers use content creation abilities accompanied with gamification abilities  for end users as motivation for students. This PBL pedagogy is implemented from primary to high school

Science education

stretching from universities and colleges through primary school. Content oriented at the ability to articulate creative and experimental content integrated into data oriented thinking. Focusing on social peer review and content rather than complicated sensor and technology dependent process

Social capital building

in givataim, petch tikva and pinerolo students become the backbone of social capital by engaging their families and neighborhoods into heritage creation process incarnated into a community repository

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