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2008 - 2007 - 2006 - 2005 - 2004 - 2003 - 2002


15th December, 2005

The DTI Conference Centre, London, Wednesday 22nd February, 2006

The event is organised by the British Learning Association & supported by UK Trade & Investment (UKTI) International Sector Group for Education & Training, and as a result there is no charge to attend.

The British Learning Association (BLA) and UK Trade and Investment (UKTI) are pleased to announce the programme line-up for a premier event they are organising on 'International opportunities for learning & development' on Wednesday 22nd February 2006 at the DTI Conference Centre, London.

The aim of the event is to encourage many types of providers in the learning & development sector to engage with international export opportunities.

Delegates will have the chance to review case studies of those already active in international markets with discussion on the support available to help them take up export opportunities and achieve success. Including:


Forging International Alliances - Sesh Sukhdeo, Managing Director - KSA Global and Associate International for PSL (Partnership Sourcing Ltd).

The Export Game: selling games-based eLearning Overseas - Kevin Corti, MD - PIXELearning.

Opportunities for Associates - Mike Long, MD - Mike Long Associates.

Breaking into the Indian market place - Laurie Dobson, CEO - ISV Software.

Helping you succeed in the global market - Graham Snape, Sector Adviser - Education & Training - UKTI.

Accreditation: a British USP - James O'Connell, Chief Executive - Institute of Paralegals.


Brian Merison, General Manager of the BLA said, "The programme shows the tremendous range and scope of organisations, large and small, that have found opportunities in international markets. There is no doubt that the UK's education and Learning & Development sector is widely respected overseas which places UK companies at a distinct advantage when doing business internationally."

For more information please visit:

http://www.british-learning.com/events/ukti2006.htm



30th November, 2005

'The Export Game' - Selling games-based eLearning overseas

Kevin Corti, MD of PIXELearning, invited to present at a British Learning Association/UKT&I event aimed at helping training companies to improve their international trade potential.

This event is scheduled for 22nd February 2006 and will be held at the DTI Conference Centre, 1 Victoria Street, London. Description of session as follows:

“Kevin Corti, MD – PIXELearning: This game & simulation-based eLearning specialist, based in Coventry, participated in the UKTI 'Passport to Export' scheme, has participated in several overseas trade missions and secured a high value multimedia and consultancy contract for a German TV broadcaster. They are also researching the North American, Australian and SE Asian Markets to secure both direct sales and sales channel partners”.



25th November, 2005

PIXELearning's Managing Director, Kevin Corti invited to give a talk at Nanotechnology: Education and Training for the Future, on Serious Games and their applicability to nanotechnology and education

The event is at The Society of Chemical Industry.




24th November, 2005

PIXELearning are helping to organise the “Serious About Games Conference” in Birmingham in June 2006

PIXELearning are proud to be assisting in the organisation and promotion of the “Serious About Games Conference” which is to be held at the ICC in Birmingham in June 2006.

The West Midlands is proud to host Serious Games Europe, a conference that brings developers together with those organisations interested in seeing how Serious Games can help them.

This two-day event is to be held at the International Convention Centre in the heart of Birmingham, England, easily accessible with direct flights from most European cities, the East and West Coast of America, as well as the Far East.

Serious Games Europe will showcase the latest developments in Serious Games from across Europe and around the world. It will feature industry experts that have benefited from the power of Serious Games, as well as numerous networking opportunities for both developers and commissioners alike.

For more information about the Serious About Games Conference please visit: www.seriousgames.org.uk



18th November, 2005

Kevin Corti PIXELearning's Managing Director invitated to talk at Serious Games Summit Europe, 4th December 2006

Kevin Corti, PIXELearning's Managing Director has been asked to participate in a pannel discussion on business models within the Serious Games-space. The focus of the event will be 'The Business of Serious Games: Where are we going, how can we prepare?'

A brief summary of the theme of the Serious Games Summit Europe is provided below:

By all accounts the business of serious games is growing. Experts estimate that annual spending is between $30M - $50M (£17M - £32M) and it may be higher as that figure does not even include the burgeoning advergaming field. As more proof and best practices come forward the business will grow. As new game technologies and better graphics take hold the attention on games and thus serious games will grow substantially. However, with such hyper-growth comes many potential problems. How do new developers jumping on the serious games bandwagon build new business? How do existing serious games developers deal with both a growing market but also growing competition?

To look at all the business issues involved with serious games - especially those dealing with future growth, we've assembled a panel of several serious game developers who will predict both the future and future challenges, individual companies and the overall field of serious games face.

Attendees to this session will learn more about how to join the serious games field, what business challenges exist, and how to best meet those challenges.

For more information please visit www.sgseurope.com



17th November, 2005


ContentLab

This two-day (1st - 2nd December) gathering will explore the most exciting and effective projects that are leading the way in interactive content. Kevin Corti PIXELearning's Managing Director will be talking in a session devoted to Serious Games.

ContentLab is the unique hot-house event for interactive content professionals. This two-day gathering will explore the most exciting and effective projects that are leading the way in interactive content.

The event will provide new ideas about market developments and will address key issues around the relationship between content, methods of distribution and user interaction.




16th November, 2005

World of LearningBeans® 2005!
PIXELearning steals the show at WOLCE with a sneak-preview of its new authoring tool

The World of Learning Conference and Exhibition (WOLCE) at the NEC gave PIXELearning the opportunity to give clients their first view of LearningBeans®, the company’s proprietary business simulation authoring tool – and the interest was immense.  PIXELearning’s Business Development Manager, Russell Butler, said “the sheer number of delegates who were ‘immersed’ in the PIXELearning approach was overwhelming.  At times there were people queuing up to talk to us even though we had ten team members on the stand!”

The interest in PIXELearning was not focused just on LearningBeans®; with The Business Game, PIXELearning’s NVQ tools, and other products and services being inundated with interest.  There was also a very strong reception to The Retail game which is currently undergoing development, and which promises to have application across a broad selection of clients.  PIXELearning’s Managing Director, Kevin Corti said “this is a really exciting time in PIXELearning’s history.  The level of interest we generated at WOLCE, and the number prospects we now have to follow up, means we have the ‘proof of concept’ we all knew we would get – this feels like a big ‘pat on the back’ for PIXELearning!”

It is clear however that the star of the show was LearningBeans® which is currently undergoing feverish testing and refinement in advance of the January 2006 launch, which promises to revolutionise the use of serious games-based simulations for customised, cost-effective training.


PIXELearning Exhibiting at WOLCE



8th - 12th November, 2005


PIXELearning take part in premiere ICT event, MindTrek in Finland

PIXELearning were invited to take part in the MindTrek Media Week in Finland with a select delegation of ICT companies from the UK. The MindTrek festival is the most important annual event in Finland following the new media industry and development of the ICT market.

The MindTrek event brings together the most innovative Finnish SME's as well as their international counterparts in the field of digital business. The partnering event was held on Thursday 10th November to showcase outstanding game, mobile, TV and digital media businesses to an international audience. PIXELearning contributed to the event by giving a presentation on the Serious Games market, and PIXELearning’s approach to service this market.

PIXELearning met some key potential resellers, partners and end users from eLearning companies, training providers, publishing houses, and smaller niche players with whom talks are ongoing. This has helped us further advance our growing global reputation with resellers and potential resellers now covering over ten different countries around the globe.




November 2005

PIXELearning announces that 'The Business Game' can be purchased by using 'eLearning Credits'
PIXELearning are now an approved Retailer for Curriculum Online

PIXELearning has been granted Curriculum Online retailer and content provider status. This means that you can now spend your eLearning credits (eLCs) directly with PIXELearning.

Here is some further information about Curriculum Online and eLearning Credits:

What is Curriculum Online?

Curriculum Online is central to the Government's drive to transform teaching and learning in schools by improving access to ICT and multimedia resources for all pupils. The Government has set aside substantial funds for your school to spend on multimedia resources in the form of eLCs (eLearning Credits). The money is distributed from central Government via LEAs to individual schools, which decide locally how to spend it.

What are eLearning Credits (eLCs)?

Money set aside for your school to spend on multimedia resources. Multimedia resources are generally defined as items of educational software designed to support the teaching of the curriculum in England. They cannot be spent on hardware such as computers or projectors.

How much money?

£330million between 2002/3 and 2005/6.

Which schools?

Funding is available for all Government-funded nursery, primary and secondary education, up to and including Key Stage 4.

Where's our money?

Your school should be receiving funds already. Check with your eLC budget-holder or LEA.

How do I use eLCs?

Select the resource(s) you want. Ask your eLC budget for approval, then order direct from PIXELearning, saying you are using eLCs.

When do we have to spend our eLCs?

All Standards Fund grants must be spent by the end of the academic year (31st August) to ensure their effective use. If the money has not been spent by the deadline, the DfES will reclaim the money from LEAs so it can be redistributed to other areas.

Can I spend eLearning credits with PIXELearning?

Yes. PIXELearning is a registered retailer and content provider for curriculum online certified products. However, you can only use eLearning credits to buy products that meet the Curriculum Online criteria and are certified. Currently, The Business Game is the only product PIXELearning has produced for purchase with eLearning Credits.

if you want to purchase The Business Game please visit www.thebusiness-game.com



October 2005

New computer game brings business to life for students


‘The Business Game’, is an innovative new computer game designed to help teachers give students experience of running a business, by putting them into realistic business scenarios.

‘The Business Game’ is the brainchild of PIXELearning, providers of games based learning products, who developed the game in conjunction with business education charity, businessdynamics, in response to the government’s National Strategy for Enterprise Education, a compulsory part of the national Curriculum from September 2005.

The new game asks students to develop and market a product and is designed to be challenging and fun whilst at the same time showing how various business issues like finance, sales, marketing and production affect each other.

It is supported by a comprehensive teacher’s guide. From explaining game functions to outlining the various screens which will be encountered, the teacher’s guide has been produced to guide teachers through using ‘The Business’ to deliver the core learning outcomes.

‘The Business Game ’ has been developed for 14-16 year olds and has just finished its most recent trial with a group of Year 10 business students at Lampton School, West London, an Enterprise Pathfinder School.

Les Carswell, Deputy Head Teacher at Lampton School said, "Our students found this interactive game, exciting, engaging and easy to use and understand. It gives students an excellent insight into how businesses are run and will be a valuable tool in helping schools to teach young people about enterprise. We will definitely be using it as part of our programme of enterprise education. This supports the development of personalised learning."

David Millar, CEO, businessdynamics said, “It is difficult to persuade young people that business is interesting, but all the students who have played ‘The Business Game ’ have been thoroughly engaged. We are delighted to be working with PIXELearning on such an innovative project that helps young people to see business as the exciting career it can be.”

Russell Butler, PIXELearning said, “We wanted to develop a fun, but educational business education game that brought business to life for young people, and who better to work with on this than businessdynamics. Their expertise in this area has been invaluable.”

The game takes students through various stages, from initial product selection and market research through to manufacturing and selling. Throughout the entire game students will receive information from a variety of virtual colleagues, customers and suppliers.

After students have undertaken their market research they select which of the products they think would be best to develop and sell. Students investigate the various sales channels that are available to get their product to market. The decisions they make throughout the game will affect what happens later.

The final and longest section of the game is where they actually sell their product. They can control their production facilities to decide how many products they will make each month. Demand for their product will depend on how effective their sales and marketing decisions are and how well they have matched their product to consumer expectations. They will need to consider pricing issues, product positioning, sales and marketing budgets and keep an eye on stock levels to try and balance production with the levels of demand in the market.

www.thebusiness-game.com



October 2005


PIXELearning recently took part in the ‘Silk Avenue’ matchmaking event in Rome, Italy which was supported by UKT&I and The Birmingham Chamber of Commerce.

Silk Avenue attracted around 250 companies in the audiovisual sector from Europe & South East Asia. The event was predominantly geared towards companies that produce or distribute digital content and was intended to help to foster commercial links between European and Asian companies.

Our Technical Director, Suraj Rana and Mrs Congwei Shi, one of PIXELearning’s most senior software engineers attended this event and found it to be extremely beneficial with over thirty meetings being held with potential resellers for our products.


Pictures from the 'Silk Avenue' matchmaking event in Rome, Italy which was supported by UKT&I and The Birmingham Chamber of Commerce



October 2005

PIXELearning Featured in article on Gamasutra.com

Proof of Learning: Assessment in Serious Games

... Some companies like PIXELearning, of Coventry, UK, are already devising such pedagogy and assessment engines into their products. PIXELearning utilizes its own proprietary engine, called ‘LearningBeans’, to integrate assessment methodologies into its game-based business simulations. Managing Director Kevin Corti says, “Entertainment game developers frequently encounter frustration when they are required to do this but it is a crucial aspect of games for learning purposes. A simple post-game multiple-choice questionnaire will not suffice.”

“Assessment starts pre-game,” Corti continues, “runs all the way through [the game] and continues after the game.” An important feature of this built-in assessment is the way the game adapts to the player’s behavior and gives the player the appropriate feedback. Players come to understand the connection between their in-game actions and the outcomes. Meanwhile, the teacher receives detailed assessment results to properly gauge the student’s progress. In addition, the assessment engine leads the student through a series of qualitative questions such as “You just choose to do X. What was your basis for this decision? Why did you not choose Y?” Thus, the teacher has a lot of information available to judge how well the student really does understand the material being taught.

All of this creates what Corti calls “authentic learning.” Since the learning in the game is personally meaningful and relevant, the serious game provides the student with the opportunity to practice and apply skills needed in the real world.

Conclusion

The future of serious games as an educational tool depends on their improved support for completion assessment, in-process assessment, and teacher evaluation. Designers and developers will need to reach beyond simple multiple-choice questions and incorporate the best of video game tutorials with sound educational and psychometric techniques.

Moreover, if game developers can show skeptical teachers that not only do serious games help teach the material better, but that the games can be easily integrated into existing lesson plans, those teachers are bound to lose their objections.

“[Serious games] will not grow as an industry unless the learning experience is definable, quantifiable and measurable,” Corti says. “Assessment is the future of serious games.”

Click here to view the full article



October 2005


PIXELearning Featured in the Financial Times

"One of the largest clinical research organisations in the world recommends that staff receive at least 60 hours of regulatory training every year," says CEO Simon Burgess. "Clearly, not many individuals have that kind of time available in their working lives. And numerous studies have shown that users prefer to obtain immediate access to bite-sized chunks of training or so called 'nano-training', on demand. This just-in-time (JIT) training eliminates the waste associated with ploughing through an entire course for one critical piece of information.

Some companies have found the cost of JIT online training is approximately 10 per cent of the cost of instructor-led classroom training." Jane Knight, founder of an independent UK consultancy called "The e-learning Centre", agrees: "There has certainly been a move in recent years towards rapid e- learning, comprised of small 15-20 minute chunks rather than the monolithic courses we used to see," she says. "Accordingly, there has also been a move towards technologies that support this type of learning, especially in the workplace."

"The younger, so-called 'Digital Generation' has grown up with highly interactive computer games and needs similar stimulation in learning materials," suggests Jane Knight in her excellent "Guide to E-learning", published and continuously updated at www.e- learningcentre.co.uk She suggests e-learning games can be particularly helpful in communicating material that would otherwise be boring or difficult to understand.

Simulations, by contrast, are used to train people in an authentic way, where learning on the job could be highly risky or costly. They are especially popular in areas where role-playing is important, such as negotiating skills. For example, LearningBeans, from PIXELearning, allows companies to create relevant business scenarios based on their own environment and circumstances.

Click here to view the full article



August 2005


London Serious Games Showcase at the Science Museum in London

PIXELearning were recently invited to attend the London Serious Games Showcase at the Science Museum in London. The event featured approximately 10 companies from the UK and the USA and was attended by approximately 130 delegates from a wide range of private and public sector organisations.

The event was organised by Ben Sawyer of the US-lead Serious Games Initiative and was supported by, amongst others, Advantage West Midlands. Delegates were treated to demos and previews of a wide range of Serious Games. PIXELearning demonstrated their forthcoming games-based learning product entitled ‘The Business Game’ which is aimed at helping teacher sin UK schools to implement the new National Curriculum requirement for Enterprise Education.

Photo taken at the London Serious Games Showacse at the Science Museum in London

Click here to view the full article



28th July 2005


‘The Business’ Beta Testing Lampton School

PIXELearning has just finished its most recent trial of ‘The Business’ with a group of Year 10 business students at Lampton School, central Hounslow, West London. The students trialled the game during a 90 minute afternoon class. Five groups of students, with three members in each team, played through ‘The Business’ bringing their companies products into a simulated market-place. The feedback received will help refine ‘The Business’ prior to the September 2005 launch.

The students enthused that the simulation was ‘really easy to use and understand’. They found their way easily around the office environment and made key decisions on which products to sell and how to get these products to market. Once these decisions had been made the students used the management information system to monitor the company performance and to adjust production levels and pricing strategies. The students found the game environment ‘exciting and engaging’ whilst also citing that the simulation gave them ‘a good insight into how businesses are run.’

Meanwhile, the teaching staff found the simulation to be a dynamic, interactive and engaging way to approach the challenges of teaching enterprise within a school which is already well aware of the importance of enterprise education. Indeed, Lampton School itself hosts an "Enterprise Learning Pathfinder" project which involves four Hounslow secondary schools. In response to recent government initiatives, this group is developing a variety of strategies to support "Enterprise Education", a compulsory part of the national Curriculum from September 2005. ‘The Business’ game is set to be a valuable tool in achieving this goal.

For details on “The Business” game, click here: www.thebusiness-game.com



25th July 2005

“The Business” initial screening at businessdynamics Blue Skies events July 2005

PIXELearning has spent two weeks during July with businessdynamics at their Blue Skies events. During this two week period some 6,000 students and 600 teachers were involved in exciting and engaging events across the UK. The events bring Britain’s most exciting young entrepreneurs face to face with 14-19 year old students in a lively, interactive, fun environment.

The events provide a fresh, relevant and thought provoking environment in which to inspire Britain’s next generation of entrepreneurs. The events therefore provided the perfect opportunity to launch “The Business” game which has been created by PIXELearning and businessdynamics. The feedback from both the students and their teachers has been very positive.

The students left the events with a greater appreciation for entrepreneurial ability and a clearer understanding of the need for students who can ‘think on their feet’ and be proactive. Many of the teachers view “The Business” as an excellent way of continuing this enterprising thought within the classroom, whilst also allowing the students to put ideas into proactive within a safe, simulated environment.


For details on “The Business” game, click here: www.thebusiness-game.com



12 July 2005

Regional fund backs new eLearning business

The following press release was issued by Advantage West Midlands regarding PIXELearning’s recent funding success:

“A specialist e-learning company in Coventry, which is developing an innovative business simulation software system, has received a £150,000 investment from the Advantage Creative Fund run by the regional development agency (RDA) Advantage West Midlands.

PIXELearning was started by managing director Kevin Corti and technical director Suraj Rana in October 2002 and now employs nine people at the company premises on the Coventry University Technology Park. PIXELearning has created a software system called LearningBeans, which utilises the latest computer and videogame techniques and technologies used in the PC gaming market, to create "serious games" software for business training and education. The Advantage Creative Fund (ACF) investment is part of a £230,000 funding package which has enabled PIXELearning to expand the development and sales capacity of LearningBeans, which is due to be launched at the Birmingham NEC in November.

The £5 million ACF is one of five venture capital funds established by regional development agency Advantage West Midlands, the European Regional Development Fund (ERDF) and Arts Council England to help SMEs access the finance they need to grow. Mr Corti said: "Most people born after 1980 are highly comfortable and fluent with digital technologies but training and education organisations are now finding traditional modes of learning are failing to engage these “digital natives” who demand interactive, immersive and user-centric experiences. PIXELeaning’s vision is to create easy-to-use tools which are aimed at non-technical learning." Patrick Palmer, Head of Access to Finance at Advantage West Midlands, said: "The Agency has a £58 million escalator of public sector risk capital funds which are the equal of anywhere in the country to support the region’s best businesses and make them better."



1st July 2005

PIXELearning is thrilled to announce its collaboration with businessdynamics, a charity aimed at bringing business to life for young people.


This collaboration will see the launch of a new enterprise game entitled ‘The Business’. This simulation is seen as an excellent way for schools to deliver upon their new responsibility to provide enterprise training to their students by introducing core business concepts and encouraging entrepreneurial thinking.

A comprehensive resource pack is included with the simulation which guides teachers through the process of introducing entrepreneurship to their students. Through first learning the core principles of business, students can begin to put the lessons they learn into practice in a safe ‘simulated’ environment within which competitors will be proactive, reactive, dynamic and innovative.

Government efforts to encourage a more entrepreneurial outlook amongst younger generations have been supported by the increasing finance which is available for enterprise education. However, there has so far been a lack of viable, cost-effective products and services on which this funding may be used. It is with this in mind that PIXELearning and businessdynamics have created a comprehensive introduction to enterprise, which not only teaches core business principles but also allows the students to run their own company and make their own business decisions. This ‘learn by doing’ approach has proven very popular and is an extremely effective way to learn.

For more information please visit www.thebusiness-game.com



14th June 2005

PIXELearning goes European (again!)

PIXELearning is delighted to announce that, in conjunction with the Coventry Chamber of Commerce and several European partners, it will be working to provide games-based learning solutions to enable European SMEs to improve their international trade capabilities.

The company’s previous experience in developing ‘The Export Game’ coupled with our innovative approach to technology-based learning made us an ideal partner to work with.

The full name of the project is ‘International Trade eLearning Suite for SMEs’, is worth approximately €500,000 and is 75% funded under the European Union’s Leonardo da Vinci initiative. The project aims to promote export awareness to: SMEs that do not already trade internationally; and, for those that do, to help them to improve the export strategy planning and operations to increase sales revenues and minimise risks.

Other partners include The Danish Chamber of Commerce, The Federation of Private Enterprises in Sweden and Virtech who are a Bulgarian-based web technologies company.

PIXELearning’s Managing Director, Kevin Corti, commented: “We view this and other EU-funded projects that we have and will be involved in as excellent opportunities to demonstrate the effectiveness of games-based learning approaches and to raise awareness of PIXELearning and our products and services”.

The project starts in autumn 2005 and will run for two years. Further news and demonstrations will be available from this web site in due course.



7th June 2005

Using games to manage distance-delivered NVQ courses

PIXELearning has partnered with Henley College and several other West Midlands post-16 learning providers to create five web-based NVQ courses.

PIXELearning is undertaking all of the technical design and development work in this £1.4million LSC and ESF-funded project.

Suraj Rana, the company’s Technical Director commented: “Our development team was set a fairly tough challenge. The training providers wanted us to use the visual and engagement qualities of computer games but also to create a mechanism that allowed individual students to select their NVQ units, to access teaching materials (in many different electronic formats) from within the game, to be able to enter and record personal information, complete evidence record sheets and build their entire NVQ portfolio”.

“We also had to be able to allow the NVQ assessor to be able to access all this information electronically, quickly and easily. Furthermore, all of the student’s data had to be able to be duplicated so that they could back up their work, provide it to assessors and, if necessary, continue to run the game on a completely different PC.”

Russell Butler, PIXELearning’s Business Development Manager, said: “traditional eLearning and multimedia resources for NVQ and other vocationally delivered/evidence-based qualifications tended to supply only teaching materials and study notes”.

“What we have accomplished is to enable the training provider, in this case Henley College, to provide not only content but an entire system for delivering and managing an NVQ through distance learning”.

PIXELearning will be targeting further education providers in the UK later in the year specifically to offer them the ability to likewise for their own courses.



16th May 2005

PIXELearning announce free computer games for the training & education community

PIXELearning, a Coventry-based developer of Serious Games technology, today announced that it is making available two online computer games which have been developed using its proprietary BizSim engine.

The games are ‘The Export Game’ (an introduction to export action planning) and ‘Mind Your Own Business’, which is aimed at introducing concepts around enterprise to teenagers and young adults. Both games have been partially funded by Advantage West Midlands, the regional development agency responsible for the West Midlands.

Russell Butler, the company's Business Development Manager, said: "We decided to sacrifice the short term revenues that we could have earned from these games in order to demonstrate, to a much wider audience, the benefits of games-based eLearning (a.k.a. 'Serious Games') and to showcase the technology, skills and experience of PIXELearning".

"Anyone who wants to evaluate and/or use these games is free to complete a few online questions and they will then be given access to the games free of charge".

PIXELearning's Managing Director, Kevin Corti, commented: "We are seeking to position PIXELearning as the global vendor of choice for the provision of serious games technology for business and management skills development. By giving these games away we hope that as many learners and organisations as possible can benefit from their use and thus illustrate the power of games and simulations for learning".

The company will be launching an online game creation, management and deployment system called LearningBeans in November 2005 at the World of Learning Conference & Exhibition at the Birmingham NEC.

To access the games simply logon to the PIXELearning web site at www.pixelearning.com and follow the instructions from the home page.



1st May 2005

Article about 'Serious Games' as featured in 'Learning Magazine'...

PDF Click here to download the article as a PDF (361kb)



23rd February 2005


PIXELearning are growing PIXELearning is delighted to announce that it is increasing its staffing levels in-line with its expansion plans.


The company has taken on three new experienced technical/creative staff in order to enhance its product development activities and in order to cater for the high level of demand for the company's services. Two further technical staff will be starting in April.

The company has also employed Russell Butler in a full time business development capacity. Russell will take a lead role in marketing our products and services and will be responsible for day to day customer liaison and new customer acquisition.



23rd February 2005

PIXELearning to create serious games for Henley College

PIXELearning has been commissioned by Henley College of Further Education in Coventry to create cutting-edge business simulation and role-playing games to enhance the learning experience in five IT and business-related NVQ level 3 qualifications.

More to follow...



15th February 2005

PIXELearning in consortium bid for EU funding

PIXELearning is partnering with Chambers of Commerce and several other specialist companies on two bids for European funding to deliver cutting-edge training solutions for SME's and young entrepreneurs across Europe.

More to follow...



10th February 2005

PIXELearning Seer new way to deliver software training

Innovative eLearning company uses games-based approaches to software training

Games-based eLearning specialist, PIXELearning, has successfully applied its games-based eLearning software engine to IT software training.

Coventry-based PIXELearning were commissioned by Seer Ltd, an IT sales training organisation, to create a games-based eLearning solution which enables the customers of Seer’s proprietary sales team management software to learn how to use the software within a realistic and relevant scenario.

Suraj Rana, PIXELearning’s Technical Director, said: “Seer didn’t want a basic emulation of their software as they felt that users needed to understand the context in which it is used as much as they needed to understand the functionality of the software.”

PIXELearning worked in close collaboration with Seer on the scenario, storyline and game-play elements to create an experience which IT Sales Professionals will recognise in order to fully understand the benefits of the software as well as to learn how to use it.

PIXELearning’s Managing Director Kevin Corti commented: “This solution demonstrates how games-based eLearning can serve a dual-purpose; to train users effectively as well as promoting a product or service in order to turn a cost centre (training) into a profit centre”.



26th January 2005

Seer see PIXELearning as the perfect partner

PIXELearning are pleased to announce that they have secured a contract to develop an IT Sales Training for Seer Ltd which will be based upon PIXELearning's BizSim game engine.

The game will enable Seer to offer their customers with a training solution which allows them to get to grips with the Seer BAT (Business Assessment Tool), an advanced sales process, forecasting and team management tool, all within the context of a simulated but realistic business scenario and setting.

Managing Director Kevin Corti said: "This latest order for a BizSim-based training game demonstrates that organisations are looking for more interactive and realistic alternatives to traditional eLearning approaches".



4th January 2005

PIXELearning @ WOLCE (again)

PIXELearning will be exhibiting again at the World Of Learning Conference & Exhibition at the Birmingham NEC on Wednesday 15th and Thursday 16th November 2005.

Situated at stand D130 on the central isle, members of our technical and sales teams will be available to talk 'Serious Games'.

If you are interested in how game and simulation-based learning can enhance your training and education activities then we will be very happy to demonstrate our business simulation game engine and various client projects.

For information about WOLCE visit www.wolce.com