Its e-learning platform has digital content in various formats and a gamified structure that greatly enhances the engagement of all its users.
Middin Platform: Learn by playing, play by learning. It is the philosophy that drives the Guipuzcoan startup Middin; has developed a gamified platform for e-learning training and immersive experiences that allow self-learning in equality and sexual education.
The tool is based on virtual reality to create and simulate everyday situations of inequalities with the aim of identifying them and nurturing people with useful tools to be able to act and anticipate. “The platform allows you to acquire training in gender equality and sexual education through different scheduled courses. The user can connect from any device and operating system, and also obtain a diagnosis and record of their activity, as well as a certificate that endorses their training,” explain those responsible.
The virtual tool designed by this young startup is multi-device and accessible from any virtual reality glasses, mobile phone, tablet or computer. Along with these advantages, it offers the possibility of adapting to any sector and client. Among the values that the courses that are included in the platform and that are aimed especially at young people aim to promote, both socialization and the promotion of sexual education stand out. “We want it to serve to resolve frequent doubts and interests of people, as well as to transfer values and tools to create a more just and sustainable society,” they detail.
The 'modus operandi' of this company when creating each course begins with a meeting with the client that helps them detect the needs of the potential user, as well as to agree on the topics that the course will cover. Once this first approach is finalized, Middin launches the development of the content that covers the skills they want to develop, training to be provided and the areas to work on. “This phase is to be co-created with the client since it is essential to carry out a good design and development of the training,” the startup emphasizes. A third phase is aimed at developing the technology based on the characteristics and functionalities that we want to develop. “We analyze the compatibility with other platforms, the repositories of different resources and materials and to be able to classify the formations into different profiles.” Finally, the process concludes with the testing of the developed technology.
The materials that are included in each virtual experience are of very different types. Thus, through the designed game, up to ten different experiences are proposed, divided into five didactic units that work on topics such as the management of emotions, sexual health, coexistence in equality, diversity, stereotypes, identity or erotic pleasure. In each of them, the young user lives interactive 360º virtual experiences in which they will have to make decisions that will influence the development of the situation.