Special education | Virtualware

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Educational Digital Content

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.

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Case study

Big Bang 2.0

Client : Basque Government Department of Education, Universities and Research

Within the scope of the Escuela 2.0 program, Virtualware has developed the "Big-Bang" project that presents digital educational material to develop knowledge in the area of Knowledge of the Natural, Social and Cultural Environment in the Third Stage of Primary Education.
Through the use of different digital formats (2D animation, virtual reality, augmented reality, GoogleEarth, etc.), original educational modules are being created that are ready to be used in formats such as desktop computers, student laptops or interactive digital whiteboards.

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Educational Videogames

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.

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Case study

A serious game to become a good farmer

Client : Navarre Association of Farmers and Livestock Breeders / Fundagro Foundation

An educational video game called "Gurbindo: Do you want to be a good farmer or livestock breeder?” If so, this is your home, set at Aranzadi Interpretation Center in Navarre. A game focused so that students learn how to be good farmers or livestock breeders. In it, they have to make all types of decisions for producing their harvests, choosing land, obtaining quality certificates, deciding on the species to grow, the type of crop, evaluating the production process, setting the market price, etc.

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Education in social networks

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.

Special education

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.

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Case study

Kizzy, learning by shopping

Client : Tecnalia

Virtualware has developed an educational video game for tablet devices that help people with Down syndrome to solve a situation of payment and return of money. In is a specific virtual scenario, the user is faced with a real shopping situation through a small game that stimulates him or her to finish the task correctly.

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Kinect in the classroom

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.

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Case study

Playing with kinect at Da Vinci Exhibition

Client : Empty / Exhibition Centre (Madrid)

Virtualware has collaborated with Empty, developing an interactive application that enable visitors to feel on the skin of genius Da Vinci, by palling 3 different kinect games. The visitors can interact in different scenarios play with artifacts and art objects created by Da Vinci

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