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| Successes | PRINT | | KTM Advance Shares Top News |
Paris (FR), March 2010 – KTM Advance has announced that they are now officially one of France’s fifty fastest-growing technology companies, having earned a place on the Deloitte Technology Fast 50. This is attributed to a growing demand for serious games, increased involvement in eLearning, and an expanding international presence.
KTM Advance has other good news to share. Not only are they listed in Deloitte's Technology Fast 50; they have also been ranked 266 in the UK’s Deloitte Technology Fast 500 event - in the "media/entertainment" category - with an estimated growth of 635% over the last five years.
The demand for KTM Advance Serious Games grew further in 2009. To cope with the growing demand, KTM Advance launched the KTM Advance kits "Clever talk" and "Systems & Workflow", which are designed to make Serious Games more accessible. They simplify production and shorten time, while guaranteeing the quality of the final result. Customers can feel relieved because kits offer a precise and quick idea of what the product will be.
Even if the communication is currently focused on Serious Games, eLearning has not been left behind. KTM Advance develops contents, platforms, and blended-learning projects that mix on-site training with distance learning. Some of the relevant examples are the projects with HAS (High Authority for Health) and UCANSS (the French National Health Service), in which KTM Advance has implemented an eLearning platform (LMS) and provided training support for more than two years now.
KTM Advance opened a new office in London, UK in November 2009 and will soon arrive in the United States.
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| | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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