Most digital learning focus on individual experience, removing the teacher and standard content. Few learning tools really take advantage of the unique setting that a classroom is - a game master (teacher), and a lot of players (students) that can collaborate, discuss and reflect together to solve problems and learn.
Teachers show the scenario on a shared screen, and learners connect with a device. The scenario consists of different pages with elements that can branch in different directions based on what participants collaboratively decide. Every time you make a choice this may influence variables, open branches, and/or introduces roles to learners.
Our approach grows out of long tradition in active learning, role-playing game, group work, problem-based learning and scenario-based learning, and our own evaluation from users are very positive.
We soft-launced with an MVP last years and have been perfecting the solutions since with selected partners and customers. Currently, we have around 10 organisations that we work with, and around 100 teachers. We have so far reached +10K, and aim to reach +100K in 2023. In 2023 we expect to have the first strong flagships example with, and during 2024 collect evicence for the effect. During 2024 we will also create the foundaton for easily bringing in anyone to create their own DiBL (collaborative dilemma-game), amd then aim for +1 mio. users in 2025.
Please contact CEO Simon Egenfeldt-Nielsen, email@example.com