In Remedia we have people who have worked in the e–learning sector from the very beginning. Our expertise covers both the development of digital learning content and the development and management of e-learning platforms.
E–learning courses focussed on explaining concepts, rules, and procedures with a simple but engaging approach.
Training people to use a certain procedure. During the course the procedure is simulated for a practical experience.
E-learning objects with aimet at evaluating knowledge and competences with regard to adults and young students. This tool can be used both as a module in a full training path and/or in assessment processes.
Our videos professionals could produce for you very successful learning videos. Every aspect from the storyboard to the realisation of the final product, from the contents to the didactic methodology is edited with extreme detail.
We produce webinar starting from the content to be disseminated and providing dedicated support to the people that will attend it, with dedicated tutors. We transform any closed webinar in appealing videos, to be reused in future as stand-alone training material.
We create digital games with educational goals, for web or mobile apps, able to monitor and develop soft and hard skills. AR/VR modality are ones of the available solutions.
Three available solutions: tutorials, simulators and skills analysis. Implemented to be used on different mobile platforms, be it a smartphone, tablet or other mobile device.
We have unique competence in the production of hybrid web apps focused on STEM fields.
Remedia designed its own e-learning ecosystem based on the most advanced technology infrastructure and the most up-to date methodology.
We built it with a great attention to the look&feel, user’s engagement and usability. Constant feedback to the user’s learning process is another key asset. The ecosystem has been designed with a user-centered approach. Functionalities and layout follow the needs of specific targets, this is why we developed it bearing in mind three different target groups:
Space EduPark: customised for school students (K12). The platform is based on a gamification approach able to boost the students’ engagement, their motivation and social aggregation. Space EduPark layout has been shaped to recall the Milky Way since it has been devoted to STEM learning contents. It has been designed as a real digital learning playground that offers many attractions and games able to combine learning with fun. User’s progress is shown in the form of rankings and badges as in any game context.
Designed for higher education students (HE). The platform supports MOOCS, SPOCS, COCS, Webinar and evaluation modules.
Vocational education and training (VET) for adults: an open, integrated and usable technology enhanced platform supporting MOOCS and SPOCS, multimedia learning object, serious games and a very wide range of digital formats and contents. The platform tracks through a very sophisticated Business Intelligence System every action done by the user during a training course. Learning achievements could be certified via the Open Badge technology.