Games today are being recognized for their universal appeal and ability to involve learners in concepts that are otherwise difficult to teach. Teachers and learners alike appreciate the effectiveness of games to overcome apparent barriers to learning. Most importantly, games are no longer looked upon as just tools for kids. Studies indicate that adults constitute a large chunk of the gaming population and play them more often than kids.
Over last ten years, Tata Interactive Systems has been making educational games and Game-based Learning Objects (GamBLs) that have consistently achieved high levels of engagement for our learners—long before games were universally acknowledged as effective learning tools. Tata Interactive Systems develops games based on well-defined instructional methodologies and frameworks. GamBLs at TIS are characterized by engaging, immersive storylines that range from the historical to the fantastic; well-defined role plays that map to popular social identities; and highly interactive gaming elements with rich visual imagery. Learning objectives are seamlessly embedded in dramatic plots with dynamic possibilities related to learner actions. With extrinsic motivators, multiple outcomes, and clear goals driving the learner experience, GamBLs offer unparalleled levels of learner engagement.
The instructional playground for the deployment of GamBLs is vast. From instructional solutions that involve hard-to-remember facts and processes to complex causal relationships in systemic environments, GamBLs offer a transformational learning experience that can bring about change at the highest functional and behavioral levels.
Key Clients
- Granada
- Qantas
- UNICEF
- Att Veta
- Ludisco



