Oct
18
One of the most important aspects of deciding on a marketing strategy is deciding on the way you want to communicate to your potential partners or clients. Here are some of the most important things to consider.
#1 Figure Out Who Is The Person You’d Like To Reach One of the most important aspects of creating an effective message is knowing what kind of person it is intended for. You should think of the job position, age, and level of expertise of the people that are most relevant to your business goal. The marketing message should be largely different depending on whether you are looking to contact a teacher, a school director, or a potential business partner. Try to determine what motivations and challenges are specific to that person and identify their barriers and fears.
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Oct
17
One of the easiest strategies to implement for attracting partners and clients is advertising. Ad campaigns for serious games tend to be slightly different than adverts in other niches, which should always be taken into consideration when coming up with a marketing plan.Here are some things that one should have in mind when advertising educational products.
#1 Choose The Right Ad Networks \* Google Ads (previously known as Adwords) are the perfect way of reaching people that are searching for serious games or researching the topic. Use them to target keywords and phrases that are related to your educational platform - this way you can be sure that the ads will be seen only by people that may be interested in serious game products.\* Facebook Ads offer a whole different approach to advertising. FB Ads use its own deep demographic and psychographic data pool to reach relevant users of your choosing. Think about the job position, age, and interests of the person that might be interested in serious game products and let FB Ads do the job!
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Oct
11
Beaconing cited during the talk “Videogames for education and corporate training” during the Milano Games Week 2018.
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Oct
8
Description:
The event will touch on creativity and co-creativity through the medium of play and games and the design process of such activities. Game and play design should tap into our own experiences to enable a more holistic approach for designing new learning activities for our learners. And learners can have a deeper and a more collaborative learning experience through the process of creating and co-creating. Case studies will include the management of the co-creative process and evaluation at the Université Côte d’Azur (keynote from Professor Margarida Romero) and the engagement with teachers and learners at rural schools in Malaysia via the Newton-Funded CreativeCulture project (http://myCapsule.my). The event will also have optional hands-on workshops on playful activities
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Oct
8
To build upon the concept of using Mixed Reality to ‘see’ and ‘feel’ concepts being taught in action, the BEACONING HoloLens VET game now utilises image-based tracking to allow students to wield a real angle grinder in their training to practice cutting into stone blocks, something that is currently impossible for training students to experience!
A large part of the learning process comes from real-world experience, and currently it is impossible for students under VET to attain practice with an angle grinder, despite the fact that it is an essential part of modern stonemasonry. The use of Mixed Reality has opened new doors in this field, as tracking can be used to practice cutting with a real angle grinder into a virtual stone block, without the associated safety risks of cutting into real stone. Over and above providing this essential experience, it opens new doors for teachers to analyse the performance of the student. It is possible to record every aspect of the students’ procedure, such as the use of safety equipment or the quality of the markup before the cut, to be analysed after the fact, and provide targeted feedback.
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