The advent of ICTs in the field of education has meant a change in methodology in the teaching-learning process. Digital tools have become essential for student motivation and participation. As part of these digital tools, Virtualware designs and develops educational digital content based on didactic sequences, also known as ODEs, which in turn contain several different learning activities or units.
We have teachers and experts in didactics, and we also collaborate with education centers so that the digital content developed matches the current educational needs. Furthermore, we are familiarized with educational platforms such as Agrega.

Case study
Client :
Basque Government Department of Education, Universities and Research
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At Virtualware, we are specialists in developing educational video games or Serious Games that convey concepts and behaviors that favor integration and pro-social habits that help build a better society. The use of video games in sectors such as education, training or promoting healthy and pro-social habits is on the rise. An annual amount of funds is being allocated toward developing applications and “Serious Games” that cover the different primary and secondary school subjects. The goal is to replace traditional study materials with new, more attractive and effective media for students.
Game-based learning favors creativity and imagination and makes it easier to better understand concepts. It provides stimulating environments where students can make mistakes and learn through hands-on activities. Through multi-player games, students develop skills like competitiveness and cooperation. Students cease to be mere spectators and take on an active role in their learning process.

Case study
Client :
Navarre Association of Farmers and Livestock Breeders / Fundagro Foundation
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Social networks are the most widespread way among young people to establish relationships and communicate with each other. This is why we believe it is important to harness the potential of these media for learning. To do so, we designed educational projects tied to social networks that motivate and encourage student participation.
The new, up-and-coming devices such as tablets or smartphones are becoming a very useful tool for providing better access to information for people with special education needs. Using these new devices as our basis, we develop applications that make the learning process easier for people with special education needs. They apply both to those who need certain specific educational support and attention arising from disabilities or serious behavioral disorders and those with high intellectual capacity.

Case study
Client :
Tecnalia
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Kinect is a tool that allows users to control and interact without any controller. This kind of technology is also suitable for education through educational games in which users can interact in an interactive way. Kinect in the classroom brings lessons to life with the gesture-based learning. It is easy to use and instantly fun, Kinect gets students’ whole body—and attention—into learning fun. Students can even collaborate on projects using avatars.

Case study
Client :
Empty / Exhibition Centre (Madrid)
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