Korean company StudioCOIN’s ForumVR makes storytelling entertaining and educational

Virtual Reality/Augmented Reality (VR/AR) technologies are creating numerous possibilities for enriching content. Korean company StudioCOIN has created a future-oriented multi-participant ForumVR education program, especially for children that give a fully immersive experience along with learning. ForumVR is a collaborative learning VR game that takes children on a magical journey of stories and teaches them important values.

Teaching Lessons & Values through popular stories

The VR Game experience has children form a team consisting of an experiencer and 5-10 participants. The experiencer gets the main character of the virtual story and selects participants, who help him or her make choices that determine the story experience and the end. It is a 40 to 50 minutes’ experience and suitable for children in the 7 to 15 years’ age group. The team members connect through VR storytelling as they solve puzzles and create the story. At the end of the game experience, the children organize and express their thoughts on each topic.

ForumVR is currently offering three exciting stories for the multiple-participation VR experience. The interactive storytelling includes – ‘Alice in Wonderland,’ ‘Frankenstein’ and ‘Artist of Oz.’ In each story, participants get various options to choose that has different outcomes. The story changes as per the choices. Each story has themes that teach children different values such as equality, fairness, respect, science, ethics, creative thinking, fun, communication, etc.

‘Alice in Wonderland’ released in December 2017, emphasis on collaboration, communication, and choice of values. The second series, ‘Frankenstein’, tells about the relatively heavy topics of respect for life, human exploration, science, and ethics for the ages of elementary school students in grades 5 through middle school. And its latest release ‘Artist of Oz’, that has received the ‘Best Immersive’ award at the Made with Unity Korea Awards 2020 indulges in creative arts and culture.

The stories use visually appealing fairy tale graphics, voice-overs, and music to ensure the game is a fully immersive experience for children. While VR storytelling entertains, the debates and discussion part educate children about different topics. The debate and discussions during the VR experience and post the game help participants learn about analytical choices, teamwork, confidence, and communication.

Currently, StudioCOIN’s ForumVR experience is offered at the Seoul Animation Center and five libraries in Seoul. StudioCOIN wants to expand ForumVR’s reach to many more libraries and public institutions.

About StudioCOIN and its other products

StudioCOIN had started business in 2011 as an AR/VR educational content developer. It also specializes in the planning and production of educational content and developing 2D/3D animation and video content. The company has got many accolades and recognitions, including an excellence award from Korea’s education minister twice. StudioCOIN had also won the VR/AR Expo Game Content category in Seoul in 2018. The company has also introduced a safety education content ‘School VR’ using VR technology and science learning content ‘Everyone’s SCIENCE’ using AR technology

On July 14th, 2020, StudioCOIN participated with ForumVR at the 17th annual Games for Change Festival, a leading USA game event, held virtual this year because of COVID-19 restrictions. At the event, StudioCOIN delegates showcased the ForumVR games under the theme “Korean Games Stage: Games Begin, Change Begins.” StudioCOIN was one of the five teams selected for the festival by Korea Creative Content Agency (KOCCA), which is the leading governmental organization for the cultural content industry of South Korea.

StudioCOIN is actively distributing its products to the Korean market and wants to expand to international shores. With experience and knowledge of ForumVR, the StudioCOIN team is all set to take the next leap in virtual education program with the development of a “contactless” Augmented Education (virtual) platform.

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