GAMIFICATION

FOR THE DIGITAL TRANSFORMATION OF LEARNING.

Every class is a prototype, every matter is a laboratory.

THE CHALLENGE

How often does a student post the content or the experiential results of any of their classes on their social networks?
NEVER? +1 TIME PER SEMESTER?

VALIDATION

VALUE PROPOSAL

We provide practicality in the development of contents and the academic methodologies To generate actions that add value on real time

OUR

SOLUTION

4Prot connects and adapts to the methodologies of the academic network,
innovation and entrepreneurship of the institution.

GAMIFICATION

4Prot is a video game developed with Unreal Engine. An experienced video game user learns 4Prot on average in 7 minutes.

LAB PROTOTYPED

Ideal for Innovation Labs, Design Thinking, Prototyping, etc. It is easily integrated into the contents and methodologies.

SOFT SKILLS

It promotes soft skills and can be used as a tool to validate knowledge.

COLLABORATION

It allows you to create parameterizable and collaborative work rooms over the internet. Includes audio with IP voice.

Students and teachers develop projects, models and prototypes of the thematic content of their classes

Teachers and students from home or at the University

HOW DOES IT WORK?

To achieve
The digital transformation of

EDUCATION

It is necessary to implement pedagogies mediated by technology (PMT).

ADVANTAGE

COMPETITIVE

MULTI PLATFORM

Prototyping available from Windows and Mac operating systems.

VIRTUAL AND PRESENTIAL EXPERIENCE

Immersive learning channels in VR laboratories, workshops and face-to-face trainings

INTERACTION

Multiplayer and multipurpose with real-time connection.

COMMUNITY

Within the reach of the different roles and disciplines of the institution.

USER EXPERIENCE

Easy, intuitive and fast. Facilitates the capture and retention of concepts (30 mins - 1 hour)

SKILLS TRAINING

Work on a set of essential skills (teamwork, creativity, active listening, critical sense, etc.)

PILOTS IMPLEMENTED 2020

From the classroom and the different areas of knowledge:
The students achieved:
  • Develop projects while playing.
  • Propose creative and critical ideas.
  • Learning by doing.
  • Design your own proposals and models.
  • Co-create process prototypes.
The teachers achieved:
  • Innovate current methodologies.
  • Experience the gamification component.
  • Implement a prototyping laboratory.
  • Democratize knowledge and experience in real time
  • Increase the performance and expected results of the participants between 35% and 65%. (Notes, creativity and appropriation)
Colombia, Mexico, Peru, Chile and Panama

OUR

CUSTOMERS

THE CLASSES

4 PROT Supports traditional classes by introducing dynamic, disruptive and collaborative components through play.

Virtual and face-to-face mode Students develop projects and assignments Create content Online collaborative work and classes Teacher Virtual modality At home / at the University

© Copyright 2021. 4Prot
Developed by Stratelic

INDIVIDUAL SUBSCRIPTION

$ 14
99
Monthly
  • Personal use with recurring payment
Students