Educational Solutions

Innovative educational solutions – wise investment for the future

We are electronic educational tools and educational games developers. By collaborating with customers we create interesting, playful and engaging learning content. We generate ideas, work together with experts.

Learning tools can be used for learning in the classroom – using a projector or interactive whiteboard –and also for individual learning at home. All measures are designed to promote interest in the material and more efficient absorption of information. The child sees the interactive illustrations, solves the task, and plays educational games.

Games can be directly related to the primary school curriculum and public education objectives, and contribute to social competence, maturity, citizenship.

Games have been implemented in:

  • schools,
  • museums,
  • libraries,
  • non-governmental organizations.

Gamification

Gamification describes the elements of games applied in non-game contexts, to drive user behavior.

When playing computer games, a person receives prizes, collects points, and has the opportunity to overtake the other players, track his progress and move to a higher level. These elements remain the same – pleasant and engaging – in real life. They help the user to engage in activities, discover the motivation, co-operate more effectively and achieve the set goals.

Although mobile gadgets and technology greatly popularized the terms of the game, such ideas have been used since ancient times. For example, solders medals or yokes, the opportunity to earn a higher rank – those are elements of games. Those elements satisfy the human need to win, to be encouraged or to move to a higher level. Most of the customer loyalty system is also based on the principles of games – the user collects points in order to earn a free product or special offers etc.

Prewise, in their e-learning products, often include the elements of games. One example – Utena A. and M. Miškiniai library and game “Challenge”. Game elements were one of the key factors that have helped to engage students and get success. Children were collecting points and were able to compete with each other. To seek progress to promote access to the award – special stickers, which could be redeemed for real rewards, such as grades. The game encouraged children to return to school – and active participation in lessons and additional tasks in the classroom allowed them to get various incentives and assistance in the game.