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| Source: | Find a Tender Service (FTS) |
| Notice Type: | Tender notice |
| Buyer: | Tate |
| Main Category: | Services |
| Procurement Method: | Below threshold - open competition |
| Tender Status: | Closed |
| Estimated Value (ex. VAT): |
Pipeline status
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Application Deadline
25 April 2025
Closed
Estimated Value
£60,000
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| Estimated Value (inc. VAT): | £72,000 |
| Release Date: | 4 April 2025 |
| Application Deadline: | 25 April 2025 |
| Award Criteria: | Quality 70% - over 6 questions Price 30% - max budget of £60,000 |
| Procurement ID (OCID): | ocds-h6vhtk-04fdb9 |
| Notice Reference: | 013252-2025 |
All 2 notices for this procurement, oldest first.
Tate Schools Multi-Sensory Game
Tate Schools Multi-Sensory Game
View Original Notice
Access the full notice on the official portal
Quality 70% - over 6 questions Price 30% - max budget of £60,000
Tate Schools is a new digital space for teachers and students on Tate's website that will fully launch in Autumn 2025. It will be a prominent and accessible digital destination for teachers, with a comprehensive set of thought-provoking and inclusive resources and tools designed to bring artists, ideas and Tate's collection directly into classrooms across the UK. We are looking for a supplier to produce and deliver an online multi-sensory creation game to complement the range of classroom resources currently available on this platform. The game, or interactive making tool, must be designed and developed with the needs of students with SEND (special educational needs and disabilities) as a priority, specifically students with PMLD (profound and multiple learning disabilities), but which is engaging and usable for all abilities. It should be intuitive to play, with minimal instructions and visual communication (use of symbols and clear icons) prioritised. It should not be dependent on fine motor skills. It must offer a multi-sensory route into digital creativity that is visually and sonically rich - encouraging a playful, exploratory process with a digital outcome which can be shared with classmates/ teachers/ family and friends. Within the game there should be options for materials and encourage process-led making in the classroom using sound/ colour/ texture. The tone and atmosphere of this digital experience should be calming and support engagement and curiosity in the present moment. It could be used as a resource to support students' wellbeing in the classroom.
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