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Tech14:39 · 50m ago

Israel Electric Corporation Launches Safety Initiative in Fortnite

By מערכת ice
Translated & summarized from Ice by baba
The story · English

The Israel Electric Corporation (IEC) has launched an interactive virtual space within the popular video game Fortnite, called "Safety Heroes Challenge." This initiative, developed in collaboration with Israeli startup ReachPlayers, aims to educate children and teenagers about the dangers of electricity through engaging gameplay.

Players entering the virtual space are greeted by characters named "Shakak" (Socket) and "Taka" (Plug), who guide them through a series of challenges. These challenges simulate everyday situations involving electrical hazards, such as using appliances with wet hands, dealing with exposed wires, and encountering open electrical cabinets. Participants must identify dangers, answer questions, complete tasks, and make decisions to progress, earning points and virtual rewards.

This Fortnite venture follows a similar educational game launched by the IEC on the Roblox platform several months prior. The IEC stated that these efforts are designed to reach young people on platforms they frequent, delivering crucial electrical safety guidelines in an experiential format that resonates with their digital world, complementing their existing school-based programs.

Miri Shaul, IEC's Head of Communications and Spokesperson, emphasized the importance of meeting children and teens in their own digital environments. "By using digital tools, players can confront situations, make decisions, and learn how to identify electrical dangers and act safely," she said, adding that this initiative is part of a broader strategy to engage the younger generation across various platforms.

Michael Anu, CEO and co-founder of ReachPlayers, highlighted the educational power of gaming. "Gaming allows us to rethink how children and teenagers learn," Anu stated. "Instead of just explaining what is right, the game allows them to experiment, make decisions, and practice the correct behavior in a safe environment. In this project, players don't just hear about electrical safety, they identify dangers, solve problems, and choose how to act. This is the power of gaming as an educational tool: turning knowledge into active experience that can be remembered and applied outside the game as well."

Read the original at Ice

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