The first project carried out by our students was the development of a computer game or gamified application, with the aim of presenting innovative solutions to the project partners through the use of technology.
PROBLEM: Low engagement in traditional training on Diversity and Inclusion.
OBJECTIVE: Transform the company's materials into a Game to increase training engagement and retention.
PUBLIC: 30,000 Ambev employees.
PROBLEM: The subject of Financial Education, although important, is not widely disseminated among young people in Brazil.
OBJECTIVE: To create a gamification on financial education to facilitate and increase young people's engagement with this topic.
AUDIENCE: Young people aged between 16 and 21 who are going through periods of change in terms of their financial health, often moving to another city or taking on the costs of adult life.
PROBLEM: Lack of knowledge about law and politics among our population, especially public school students.
OBJECTIVE: To use a game to encourage young people and adults to understand Brazil's political and legal structure in a simple and fun way.
PUBLIC: Students in general.
PROBLEM: A number of technology courses have similar characteristics but produce different professional profiles. The lack of clarity on the similarities and differences causes many doubts when choosing the right course.
OBJECTIVE: Through a game, to generate understanding about technology courses and their possible careers, leading to an assertive choice according to each profile.
PUBLIC: Students in general.
LINK: https: https://github.com/2022M1T4-Inteli
PROBLEM: Lack of awareness of how our daily habits can determine our well-being.
OBJECTIVE: To promote health through a game, disseminating in a fun way how habits impact on health and can help prevent various types of cancer.
PUBLIC: Students and young people in general.
PROBLEM: Dell Digital Global is undergoing a transformation in its current software development model with a focus on the Product Model (and no longer projects as in the past) transitioning the company's business model to a new one with a focus on products.
OBJECTIVE: The Product Model RPG: A game (functional or prototyped) in the RPG (Role-Playing Game) model that can help train IT department employees in routine Product Model situations. This will help our employees prepare to carry out their work activities in an interactive, fun, practical and easily scalable way.
PUBLIC: Dell employees.
PROBLEM: Making the content of the company's internal training courses more accessible and engaging.
OBJECTIVE: To create a gamified solution that makes the training process more fluid and engaging for participants.
PUBLIC:Employees and clients of the company.
PROBLEM: Increasing engagement in internal training and reading compliance content.
OBJECTIVE: To gamify training content and organizational policies, making reading more interesting, interactive and accessible to all employees.
PUBLIC: Company employees.
PROBLEM: To introduce public school students to mathematical concepts and programming logic in a fun way.
OBJECTIVE: To develop a game for teaching computational thinking and programming language for the public school system in Alagoas.
PUBLIC: Students from the public school system in the state of Alagoas.
PROBLEM: To introduce public school students to mathematical concepts and programming logic in a fun way.
OBJECTIVE: To develop a game for teaching computational thinking and programming language for the public school system in Alagoas.
PUBLIC: Students from the public school system in the state of Alagoas.
PROBLEM:Gamifying the user experience and increasing engagement with the platform.
OBJECTIVE:Tocreate a game for teachers using Oracle academy
PUBLIC:External academic audience
PROBLEM: Making the employee onboarding process more relaxed and engaging.
OBJECTIVE: Gamification of the employee onboarding journey
PUBLIC: Technology employees of the company.
PROBLEM: Raising awareness of burn care needs in a more attractive way.
OBJECTIVE:Tocreate a gamified solution to raise awareness of burn care and prevention.
PUBLIC:General population
PROBLEM:Providing students with the challenge of gamifying the supplier journey process.
OBJECTIVE: Game to elucidate the journey of contracting suppliers.
PUBLIC: Supply company employees.
Location
An innovation and technology ecosystem located in São Paulo, within the university city.
Courses
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Location
An innovation and technology ecosystem located in São Paulo, within the university city.