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Draft:Designing Digitally

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Designing Digitally, Inc. is an American training company based in Franklin, Ohio.[1][2]

Founded in 2001 by Andrew Hughes,[3] the company specializes in designing online learning and corporate training experiences via interactive learning tools and immersive training.[4][5] He was a contributor to the book, The Gamification of Learning and Instruction Fieldbook: Ideas into Practice in 2013.[6] The company was mentioned in The Gamification of Learning and Instruction regarding how firefighters use their product for training.[7]

Designing Digitally provides interactive eLearning, mobile learning, 3D training simulations, and serious games[8] for clients including corporations and government agencies.[9] In 2013, it was announced that the company was working with colleges to provide 3D simulations for instructional purposes including Auburn University and Rutgers University.[10] The company has also partnered with colleges and universities to provide 3D virtual campus tours including the United States Air Force Academy and has developed a browser-based 3D virtual world, Azivia.[11]

In 2017, the company launched VR Chop and Drop, a virtual reality serious game, on the Steam platform.[12][13]

Awards and recognition[edit | edit source]

  • Top Gamification Company by Training Industry (2014, 2015, 2016, & 2017)[14]
  • International Serious Play Award for Corporate Training from The Serious Play Conference (2016)[15]
  • Learning Champion Innovation Award from Elearning Magazine (2016)[16]
  • Top Learning Organization by Training Magazine (2016)
  • Awarded seven Horizon Interactive Awards for Custom eLearning (2016 & 2017)
  • Best Alternative Learning Solution at eLearningGuild's FocusOn Learning DemoFest (2017)
  • The 50 Best Small Companies to Work For by Comparably.com (2017)[17]
  • Best Game Based Learning Solution from eLearning Guild Learning Solutions DemoFest (2018)

References[edit | edit source]

  1. "Tri-C develops 3-D simulation to help teach biology students complex physiology of stress" Cleveland Plain Dealer. Retrieved 2018-05-15.
  2. "Immersive Simulator Market: Evolving Technology, Trends and Industry Analysis" CMFE News. Retrieved 2018-06-14.
  3. "Virtual Campus Tours Gain Popularity With Colleges, Prospective Students" Huffington Post. Retrieved 2018-05-15.
  4. "Global Serious Game Market 2017 – BreakAway, Square Enix, Virtual Heroes, ESim Games, Playgen, Designing Digitally, Morf Media, Blitz Games" Daily Commerce News. Retrieved 2018-05-15.
  5. "Who is Pocketing all the Money Businesses Spend in the Corporate eLearning Market?" Elearning Inside. Retrieved 2018-05-15.
  6. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Google Books. Retrieved 2018-05-15.
  7. The Gamification of Learning and Instruction Google Books. Retrieved 2018-05-25.
  8. "Future of the Global Serious Games Market – Growth, Latest Trend & Forecast 2022" Newsient. Retrieved 2018-05-15.
  9. "3 Ways Students Can Incorporate Technology in College Visits" US News & World Report. Retrieved 2018-05-15.
  10. "Cuyahoga CC Tests 3D Simulation App in Anatomy Class" Campus Technology. Retrieved 2018-05-15.
  11. "New life for enterprise virtual worlds" Hypergrid Business. Retrieved 2018-05-15.
  12. "Not So Shocking – A VR Training Game On How To Clear Trees From Power Lines" VR Focus. Retrieved 2018-05-15.
  13. "VR Chop & Drop Learning Game Launched on STEAM for FREE from Designing Digitally, Inc." Yahoo! Finance. Retrieved 2018-05-25.
  14. "Designing Digitally, Inc. Named as a 2016 Top Gamification Company by Training Industry for Third Consecutive Year" Yahoo! Finance. Retrieved 2018-05-25.
  15. "Designing Digitally, Inc. Awarded Multiple Training Awards In 2016" eLearning Industry. Retrieved 2018-05-15.
  16. "Learning! Champions: Setting the Pace" Elearning.com. Retrieved 2018-06-14.
  17. "The 50 best small companies to work for of 2017, according to employees" Business Insider. Retrieved 2018-06-14.

External links[edit | edit source]

Category:Companies established in 2001 Category:Software companies based in Ohio Category:Cloud applications Category:Gamification

References[edit | edit source]

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