Keeping audiences engaged is a critical component in education and applies to all ages and demographics. We emphasize continuous learning in a manageable manner that deploys game-based mechanics that engage, motivate and promote education.
Examples for gamification would be setting daily targets such as points, modules and quizzes due to be covered, providing customisable goals, badges and collectables, and more – we have more ideas up our sleeves that are close to release!
Fundamental concepts
- Value
- Autonomy
- Competence
Our design process to gamification centres towards education follows simple, logical and directly connect concepts but focuses on:
- Freedom to fail
- Rapid feedback
- Progression
- Storytelling
eCurve is excited to add to the toolbelt of educational offerings. We believe that education should be accessible to everyone, and we strive to bring our best services to as many people as possible.