Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change. Confidence in behaviour changes through serious games, referred by its acronym eConfidence, was a project that aimed to test and research whether and how the use of serious game can have an impact on positive behavioural changes.

The DIS-CODE (Disconnected, discouraged, disenabled? Let's code!) project intended to deliver an innovative training system based on gamification and interactive tools.

Projects