Summary
- Profile Type
- Technology offer
- POD Reference
- TODE20240507012
- Term of Validity
- 8 May 2024 - 8 May 2025
- Company's Country
- Germany
- Type of partnership
- Research and development cooperation agreement
- Targeted Countries
- All countries
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General information
- Short Summary
- German company has developed a web platform that offers interactive games for experiential education and collects objective data on personal development. Participants are presented with challenges in small groups, which they solve together. The platform transforms experiential education methods into digital. In combination with observations, it enables more precise behavior analysis through the use of objective data.
- Full Description
-
The German company in the field of education developed an innovative web platform specifically designed to provide interactive digital games that collect valuable data on player behavior and interactions. This platform is primarily aimed at children and young people, but is flexible enough to support adults in different learning and development settings.
The core functionality of the plattform allows users to experience interactive games in small teams of three to four people. During the game process, data is collected in real time, providing insights into the cognitive and social dynamics within the group. This data is relatively freely accessible on the platform, allowing for easy analysis and evaluation of interactions and behaviors during the game.
A key feature of the platform is its independence; it is available as a standalone web application that does not require direct integration into existing systems. However, the collected data can be easily exported for further analysis. This offers caregivers and researchers the opportunity to further analyze and use the data outside of the platform to gain deeper insights into the players' learning and interaction processes.
Core evaluations include dealing with unfamiliar situations, learning from your own mistakes and those of others, frustration tolerance and concentration span, strategy, greed, egotism and how much consideration you show for others.
The company would like to join with its expertise as a partner to suitable EU funding programmes. - Advantages and Innovations
-
The webplattform marks a significant advance in traditional experiential education by transferring its methods from the analog to the digital world for the first time. This transformation makes it possible to systematically collect objective data on the interactions and behavior of participants - a first in this pedagogical field.
Technological innovations:
- Digital data collection: in contrast to traditional manual and subjective observation methods, the platform collects data in an automated way. This leads to more objective and structured data collection.
- Support for caregivers: the platform supports caregivers and observers, as they no longer have to pay attention to compliance with the rules during challenges and therefore have more resources for observation. In addition, they are supported by the systematic collection of data, which enables deeper analyses and insights into the participants' behavior.
Methodological approaches:
- Experiential education in digital format: by transferring experiential education approaches into digital formats, new educational horizons can be opened up. Digital implementation allows for more precise tracking and evaluation of learning processes.
- Engagement and completion rate: the use of digital tools increases the challenging nature of the tasks and leads to a higher engagement and completion rate among participants. This represents a significant advantage over traditional analog tasks, where participants are more likely to drop out.
These innovative aspects of the plattform offer both pedagogical and methodological benefits that allow experiential education to be more effective and measurable. The platform sets new standards for the way experiential education can be delivered and assessed. - Stage of Development
- Already on the market
- Sustainable Development Goals
- Goal 4: Quality Education
Partner Sought
- Expected Role of a Partner
-
The company is open for collaboration with educational and research institutions, universities, schools, and specialized institutes dealing with personality development and related psychological fields.
The collaboration is possible within the following topics:
- contributiton to the further development of analysis methods and tools within the platform
- conducting studies and research projects that validate the effectiveness and benefits of the platform in the field of personality development.
- contributiton to the refinement of the psychological models and approaches used on the platform. - Type and Size of Partner
- SME 50 - 249R&D InstitutionUniversitySME 11-49Big companySME <=10Other
- Type of partnership
- Research and development cooperation agreement
Call details
- Coordinator required
-
Yes
Dissemination
- Technology keywords
- 01003004 - Computer Games01003006 - Computer Software01005002 - E-Learning11004 - Technology, Society and Employment11006 - Citizens participation
- Market keywords
- 02007022 - Software services02007010 - Education software02007027 - Other software services
- Sector Groups Involved
- Creative IndustriesDigital
- Targeted countries
- All countries
Files
picture.pdf
English