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.
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 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.
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.

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'...
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