It is a grave misconception that only children play. Adults enjoy play just as much and just as frequently. Through intelligent application of the principles of play, we ignite a driving force: curiosity. Thus, we can motivate children as well as adults to discover, play and learn.
projects sorted by the age of the target group
Apps offer an opportunity to play and learn wherever you are. We develop apps for smartphones and/or tablets. For android and IOS. Native apps, but also apps based on Unity or HTML5. This depends on the budget, the objective, and the target group.
Winning is more important than playing. Oh no, it’s the other way round. In any case, we enjoy winning frequently! View all our projects that have won an award here.
Everyone who has tried it knows: behaviour is hard to change. Telling someone that certain behaviour is healthy and desirable is not enough. It’s important that someone realises behavioural change is desirable and possible. A game environment can help by motivating, creating engagement and enhancing self-efficacy.
Articles and news from IJsfontein about playful learning, gaming, gamification, education, technology, kids & youngsters and interactive design.
Playful learning is being applied increasingly across the business world. For example, to support change or train personnel. We develop tools for permanent education or ad hoc projects. This can vary from a serious game to a gamified app or a blended learning product.
We help to make culture accessible to the wider public by building playful interactive installations, apps, multimedia tours, or websites.
We work closely with clients to ensure optimal alignment of content, technology and format.
E-learning (electronic learning) makes it possible to learn time and location independent. Game based e-learning does more. We believe that we can motivate users to learn and develop themselves by using game mechanics. In our designs it's not the content, but the behavior of the user that is leading.
Increasingly, scientists, educational institutions and organisations are recognising that learning is more effective when the principles of play are used. Education is the overriding objective in many of our projects.
IJsfontein is inextricably linked to education. Since 1997, we have been working with educational publisher Malmberg. Together, we develop digital learning aids and consider the position of Playful Learning within the education system. We are proud that virtually every child in the Netherlands has used one of our products once.
Gamification is the application of a ‘game mindset’ and game mechanics within a non-game context. Thus, you can expand the engagement and motivation of users. Just as with the development of a game, careful consideration must be given to the balance between the different mechanics in order to connect with the target group.
overview of the different goals of the projects of IJsfontein
The government is making increasing use of applied gaming. Games facilitate freedom of experimentation with complicated scenarios and complex issues. For example, in the areas of safety, defence, or water management.
Gaming and simulation are widely used in the healthcare sector, both for the training of personnel and the treatment of patients. IJsfontein works closely with scientific and care institutions. Thus, many of our products have been validated and accredited.
We develop interactive installations for museums, for example. We experiment with new and creative technology and keep developing new ways of releasing information and making it accessible to the wider public.
Children often know intuitively how smartphones or tablets work. After all, one swipe reveals a world of pleasure. However, children are critical consumers and are often impatient: you only get one chance to do it right. The development of games and applications for children is a specialist area.
A quality serious game is capable of making content that is more complex, accessible to the wider public. In addition, a game generates curiosity and is an attractive medium. Not surprising therefore that games are often used for marketing and communication purposes.
The multimedia tour as a transparent guide. Almost unnoticeably and without causing a distraction, it guides you and helps you observe more effectively. Intuitive, playful and user friendly. With content you can manage from your own collection management program.
overview of projects sorted on product type
Overview of the different sectors of industry in which IJsfontein is active.
The Hungarian psychologist Mihály Csíkszentmihályi described ‘flow’ as the mental state of total immersion in an activity. Challenge and competency are in balance, you are focused and completely engaged in what you are doing. A quality serious game is the perfect flow experience.
projects where the goal of the project is teaching
In addition to e-learning and classic training courses, a growing number of businesses are using serious games or gamification to train personnel. For specific subjects, as well as for permanent education. Dependent on the demand, target group and context of the learning objectives, we select the best choice of technology and platform in consultation with the client.
Games and online platforms facilitate interaction with the target group and can thus reinforce the message of a TV or film production. We have developed online platforms, websites and apps for various TV & film producers.
We develop websites that focus on learning. Sometimes by literally building in a (mini) game, but often also by introducing playful elements that generate curiosity and invite further exploration. Off course we make sure the website looks good on all devices and screensizes.
The future belongs to the youth, therefore they are an important and popular target group. A target group well versed in games and digital applications. It is logical that many businesses use this medium to convey their message or to bring about behavioural changes.