Unique & interactive e-Learning courses built to focus the learner's attention throughout the whole course.

Interactive Learning is a pedagogical approach that incorporates social networking and urban computing into intercourse design and delivery. Interactive Learning has evolved out of the hyper-growth in the use of digital technology and virtual communication, particularly by students. Beginning around 2000, students entering institutes of higher education have expected that interactive learning will be an integral part of their education. The use of interactive technology in learning for these students is as natural as using a pencil and paper were to past generations.


Engaging responsive content that can be played on any computer, smartphone & tablet.

M-Learning or Mobile Learning is defined as: Learning across multiple contexts, through social and content interactions, using personal electronic devices. A form of distance education, m-learners use mobile device educational technology at their time convenience. The biggest benefit from the mLearning is learning on-the-go, wherever you are, you have your phone with you. Any boring moment of waiting can be transformed into a lesson. Responsive projects will definitely be the only way of developing projects in the near future.


Writing the course from scratch and developing graphic representation of the story.

Storyboarding of an eLearning materials is the transformation of the idea to a sketch with clearly defined technical and educational concept. The individual experience in the public education as teachers in elementary school gives a courage to transform any idea into an interactive lesson.


Exciting, scenario based learning games for engaging and positive experience of the user.

Gamification of the E-Learning content is absolutely one of the best and most effective way of learning, especially for scholars, students and young adults. It combines the gaming experience with learning methods and techniques, and gives great results in the learning process. Gamification brings new approach of interacting with the learner, different from the standard way of learning, making the course more engaging and much less boring. Studies have shows that the game-based learning industry is growing by 20% percent each year.


Quality assurance testing services, monitoring the existing courses, finding and fixing issues.

Quality assurances includes activities that ensure the implementation of processes, procedures and standards in context to verification of developed training and intended requirements. Testing, also includes activities that ensure the identification of bugs/error/defects in the training.


Setting up and maintaining your own LMS for the easiest delivering, tracking of your learning.

Learning management system (LMS) is a software application for the administration, documentation, tracking, reporting and delivery of electronic educational technology (also called e-learning) courses or training programs. Colleges, universities, school districts, and schools use LMSs to deliver online courses and augment on-campus courses. LMSs act to augment the lessons the teacher is giving in a brick and mortar environment, not just replace them. Corporate training departments use LMSs to deliver online training to automate record-keeping and employee registration.


Improve your workers performance or practice your workers' skills in a simulated environment.

A training simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a wide variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. With simulation of the working environment, you can slightly lower your costs and resources for employee's training, introducing the new workers, interns, volunteers with the working practice and methods.


Specification of the target audience and their habits and implementing it in the learning content.

Training needs analysis is process of identifying the gap between employee training and needs of training. TNA is the first stage in the training process and involves a procedure to determine whether training will indeed address the problem which has been identified. Training can be described as the acquisition of skills or attitudes that result in improved performance within the job environment. TNA looks at each aspect of an operational domain so that the initial skills, concepts and attitudes of the human elements of a system can be effectively identified.


The passion for new technology let us experiment and combine it with online education.

This is the beginning of Virtual Reality Education, and It will only get better! The plan is to introduce all our clients with the possibilities and engagement that virtual reality learning offers. I am still in the first phase of developing and reviewing the possibilities of the VR, and what can I say for now is: Can't wait to see the mass-usage of the VR. Stay tuned for more information...