With us, digital education reaches the next level.
The focus is on people
E-Learning Experience
We are researching a world where people are the focus of digital learning. Our mission, to develop and implement human-centered and innovative e-learning concepts so that people and companies can activate their full potential.
The human resource is the most important one we have. We are convinced that digital solutions create a sustainable, human-centered and effective (continuing) education path to live learning in a modern and focused way.
Learning content is a key success factor for implementing digital training sustainably in the company. Every day, new products and processes are created that are crucial for the company’s success and must be taken into account by employees in their daily work. This means that new content must always be created to suit the target group. High costs and time expenditure are usually the consequence. For this reason, many departments create content on their own. The advantage of this is that specialist and topic-specific knowledge is available. The big disadvantage is the lack of experience for effective e-learning success.
Our Fast Lane Content Creation concept provides a system that enables anyone to create learning content intuitively, without much training or prior knowledge. From easy-to-use authoring tools, even for the use of AR/VR, to the automatic generation of learning units and user-generated content methods.
Successful education and training consists not only of good didactic preparation of the subject matter, but also of real-time feedback from the learner. In face-to-face lessons, for example, teachers can tell by their facial expressions whether students are having problems understanding, are inattentive, or are distracted. All these moods hinder learning success. Remote teaching makes this real-time feedback more difficult and the learning success can be worse.
With our concept of Affective Learning, we can automatically and precisely detect and interpret emotional states via camera images and make them available to the teacher in real time. Thus, every training becomes an effective learning success. This saves costs in further training and has a motivating effect on the participant, who is also perceived remotely as an individual learner.
Virtual worlds using VR are increasingly establishing themselves in education and training. The worlds are becoming more and more detailed and the immersion and interaction achieved comes very close to the real world. This increases the learning experience and thus also the learning effect. However, the largest sensory organ – the skin and thus the sense of touch – is currently hardly addressed. It is precisely this sense that is important when it comes to promoting digital education on a broad scale. Especially when it comes to learning physical or manual skills.
With our concept of Haptic Experience we close the gap between the visual, digital world and the sense of touch. Using haptic devices, avatars of any kind can be touched. The haptic experience has a direct impact on the perceived user experience and thus on the learning success. Without any real training partners or objects.
Haptic Experience turns digital education into hands-on learning.
Learning content is a key success factor for implementing digital training sustainably in the company. Every day, new products and processes are created that are crucial for the company’s success and must be taken into account by employees in their daily work. This means that new content must always be created to suit the target group. High costs and time expenditure are usually the consequence. For this reason, many departments create content on their own. The advantage of this is that specialist and topic-specific knowledge is available. The big disadvantage is the lack of experience for effective e-learning success.
Our Fast Lane Content Creation concept provides a system that enables anyone to create learning content intuitively, without much training or prior knowledge. From easy-to-use authoring tools, even for the use of AR/VR, to the automatic generation of learning units and user-generated content methods.
Successful education and training consists not only of good didactic preparation of the subject matter, but also of real-time feedback from the learner. In face-to-face lessons, for example, teachers can tell by their facial expressions whether students are having problems understanding, are inattentive, or are distracted. All these moods hinder learning success. Remote teaching makes this real-time feedback more difficult and the learning success can be worse.
With our concept of Affective Learning, we can automatically and precisely detect and interpret emotional states via camera images and make them available to the teacher in real time. Thus, every training becomes an effective learning success. This saves costs in further training and has a motivating effect on the participant, who is also perceived remotely as an individual learner.
Virtual worlds using VR are increasingly establishing themselves in education and training. The worlds are becoming more and more detailed and the immersion and interaction achieved comes very close to the real world. This increases the learning experience and thus also the learning effect. However, the largest sensory organ – the skin and thus the sense of touch – is currently hardly addressed. It is precisely this sense that is important when it comes to promoting digital education on a broad scale. Especially when it comes to learning physical or manual skills.
With our concept of Haptic Experience we close the gap between the visual, digital world and the sense of touch. Using haptic devices, avatars of any kind can be touched. The haptic experience has a direct impact on the perceived user experience and thus on the learning success. Without any real training partners or objects.
Haptic Experience turns digital education into hands-on learning.
Theoretical framework for capturing media literacy within e-learning systems in vocational education.
This thesis deals with the conception of a theoretical framework by means of which the recording of media competence in e-learning systems for the purpose of media competence mediation is made possible.
Michael Fally from SPAR Austria shows how it’s done: Using e-learning successfully in the corporate sector. He shared his experiences and best practice examples with us at our E-Learning Days.