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Serious Games
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Markets  
  MARKETS
   
 
Engaging media can be used almost anywhere effective learning is needed. Here are a few of the many possible markets where our solutions may fit.
 
Museums, Visitor Centers, and Exhibits
  Innovative and effective uses of Digital Exhibits are being developed by Red Knight and can be used by museums, heritage centers, visitor centers, or anywhere exhibits are needed.

Games, simulations, interactive explorations, digital videos, and custom interfaces can take displays to a new level of engagement. And, visitors can come away with real knowledge of your content because they experienced it in unforgettable ways.

One such project is for the Coushatta Tribe of Louisiana’s “Coushatta Heritage Center.”
   
Corporate Training
  The U.S. market for corporate learning services was estimated to be around $7 billion dollars in 2007, and is expected to grow 35% by 2012. E-learning is a major part of that spending. Yet according to some studies, 70% of learners do not even complete e-learning material.

Immersive corporate training videos, simulations, and games can not only significantly improve completion rates, but also lead to repeat use of the training, and even encourage starting the e-learning in the first place because employees inherently know that games and simulations are compelling.

Red Knight is developing a project for Tidel Engineering, where Video Learning is being used to better explain the workings of their cash management systems.

   
Medical Visualization
  Medicine is growing increasingly complex every day. Likewise, it is being integrated more and more with technology. As a result, there is the need for up-to-date, highly accurate and interesting training for nurses, emergency personnel, medical staff, and doctors.

Instead of putting medical personnel through boring videos or online courses and manuals, immerse them in Medical Visualization training. This type of rich media, with engaging interactivity, can dramatically increase their grasp of the content, in faster amounts of time. Instead of reading about a new organ preservation device, they can explore it in real-time 3D, spin it around, take it apart, operate the keypad, and even make mistakes in the virtual operating room, where they can learn in a safe environment.

The first component of such a project has been developed for Organ Transport Systems, where the client’s 3D images were used to create an informational piece explaining the workings and benefits of a medical transportation device.
   
Educational
  Educational games have been around for many years. With the advent of modern gaming technology, a door has been opened into virtual learning worlds, providing unlimited possibilities for education. Learning games, or Serious Games, are one part of this world. Red Knight offers the services below in the educational realm.
     
  Subject-Specific Serious Games and Simulations for Students
  Teacher and Administration Training
   
  Red Knight created a simulation for Southern Methodist University where teachers can practice interacting with virtual students that have reading problems.
   
 
STEM Education - Science, Technology, Engineering, and Math (STEM) education has received significant attention lately, and rightly so.

The U.S. is falling behind other countries in successfully educating and inspiring students to become our next generation of scientists and engineers. In 2003, U.S. high school students ranked 18th in the world for science literacy.(1) At the same time, the demand for S&E jobs in the U.S. is growing dramatically, a significant number of scientists and engineers are retiring, and more jobs are going to international applicants.

One of our biggest challenges in education is to engage, inspire, and effectively educate "a new breed of scientist and engineer."(2) STEM- based serious games for education are uniquely well-suited to take on this challenge.

Red Knight is committed to supporting STEM education through Serious Games. Among other initiatives, we have developed a concept for a space-based learning game using proven science curricula and real data from NASA missions. Read a summary here.

(1) - National Science Board. 2006. Science and Engineering Indicators 2006. Two volumes. Arlington, VA: National Science Foundation (volume 1, NSB 06-01; volume 2, NSB 06-01A).
(2) - Todd Borghesani, Esq. 2006. "SimChallenge. Design. Build. Explore."
 
 
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