Turbo-boost adoptions with games your teachers and students love!
77% of people who own a computer and/or mobile device are casual gamers (New Zoo, 2016). Combine this fact with the spectacular learning results that games can achieve (Harris 2009, Marzano 2011), and the market thirst for engaging, addictive and effective educational games is explained.
We love conceptualising and developing games based on ELT publications. Clients that are already using this service enjoy the benefits of differentiation from competitors, as well as the love of teachers and students who teach and learn while playing.