SOS Terra

Thanks to our GamiLearn platform, Porto Editora, which had a small budget, could choose to acquire and adapt a packaged solution that brings together the latest technologies (adaptive learning, artificial intelligence, ...) and keys based on neuroscientific, psychological and pedagogical studies.

The Challenge

In this case, Porto Editora was based on very low statistics on the use of digital materials by students. The biggest challenge for Oneclick was that the solution acquired by the publisher favoured digital engagement exponentially, since in previous attempts the publishing house using digital pills had not been achieved. As in other projects, the challenge was also to undertake a project with the maximum possible profitability for the publishing house in limited times and resources.

Our Approach

GamiLearn is a gamified learning platform used by publishers to create motivating educational games that integrate very easily with their digital textbooks. Thanks to this platform, teachers have a powerful tool to gamify the acquisition of curriculum content by children both in the classroom and in classes, motivating them and turning each learning into a new and exciting adventure.

Thanks to GamiLearn, Porto Editora, which had a small budget, could choose to acquire and adapt this packaged solution that brought the latest technologies (adaptive learning, artificial intelligence, ...) and some keys based on neuroscientific, psychological and pedagogical studies.

Despite being a packaged, customizable and upgradeable solution, there are always challenges to overcome in the implementation of a new solution and that Oneclick faced with enthusiasm and responsibility. Among the most significant challenges, it must be considered that the integration of the platform with the legacy systems of Porto had to be overcome, being, at the same time, the first acquisition of a packetized solution of digital adventure. On the other hand, Porto, needed to take advantage of its library of contents (audios, images and videos) and use an author tool for uploading them that demanded a limited human team.

Key points

  • Gamification/Videogame

    Narrative of game and adventure that allows to achieve a high level of engagement with students.

  • Integration with the publisher's legacy systems

    An easy integration with their systems and tools allowing the publisher to automate the process of loading content by facilitating new features such as single sign-on.

  • Author tools

    It has helped increase the publisher house's scores, reducing the efforts of digital content publishers and reducing the cost of the project.

  • Based on Oneclick’s Tech

    Most of the components are based on already existing Oneclick’s frameworks and platforms, which made us faster and more cost efficient.

  • Backed by previous success

    Created with the endorsement of a very successful product and able to obtain a great engagement in the classroom generating in a few months hundreds of millions of activities carried out by the students.

  • A packaged and scalable solution

    A product with remarkable modularity and high scalability.