Interactive SolutionsInteractive Solutions


Our fundamentals

Ramboll has extended the services to include digital and interactive behavior training and knowledge sharing using gamification as a primary tool. Our platforms are Apps for mobile devices, Web or Virtual Reality.


…creating an inspiring and straight-forward 2D/3D virtual user environment

…developing realistic scenarios and other content based on business insights

…using interaction, simulation and gamification as primary tools

…publishing solutions as Apps for mobile devices, for PC and/or Virtual Reality

…recording behaviors and data for further investigation and certification


Gamification mechanics and game-based learning

In short, Gamification is to use game mechanics in a non-game context. The most used mechanics are elements like progress bar, levels, scoreboard, points, and badges. The choice of the mechanics depends on the products, context, and user profiles.

The overall purpose of using 2D and 3D gamification learning formats and interactions is to increase human cognition and motivation. Studies conclude that game-based learning increases engagement as it gets more interesting and fun to learn by rewarding, involving, and challenging the users.

Gamification as method is not limited to 3D universes. It is widely used in 2D e-learning and even in non-digital contexts. The scalability is endless, and the implementation degree can range from using only a small progress bar to full implementation of the methods and mechanics.

Learning cone_ENG

Absorption and effect

In the cone of experience originally proposed by Dale (1969), the hierarchy of learning methods indicates that active learning is much more beneficial than conventional approaches. Where traditional education methods are mostly passive and <50% effective in terms of learning outcome, simulating real practices through interactive e-learning or game-based learning can potentially increase the effectiveness to 80%.

We work with simulations and realistic, recognizable virtual environments for effective and increased learning outcome.