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EDIIIE K-12 EdTech Learning Products
Education & Ed-Tech

K-12 Immersive Learning.
Plug in. Brand it. Launch.

Six ready-to-license K-12 learning products — AR, VR, LMS, animations, apps and physical cards — used by global publishers and EdTech platforms. White-label under your brand and go live in 10 days, not 10 months.

🖥️ Web Platform
📱 AR Content Library
🥽 VR Content Library
🃏 AR Learning Cards
🎈 KY Learning App
🎬 2D Animations App

Product Showcase Video

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6
Ready-to-License Products
1M+
Students Reached Globally
3–18
Age Range Covered
10
Days Average to Go Live

Used by the world's leading publishers & EdTech platforms

Pearson
Google
Oxford University Press
NIIT
AIIMS
IIT Delhi
BITS Pilani
ISRO
MaritimeXR
Step Inside The Experience
Why It Exists

Don't Build from Scratch. Plug In and Go.

Most EdTech companies and publishers spend 12–18 months building a content library. We've already done it. Our library is pedagogy-backed, curriculum-referenced, and built to plug into your platform — or we white-label the whole thing under your brand.

Building Takes 12–18 Months
Developing AR, VR, animated, and interactive K-12 content from scratch — with curriculum alignment, assessment design, and cross-platform delivery — takes years of investment before a single student sees it.
Content Development Is Expensive
3D asset creation, pedagogical design, multi-language audio, platform engineering, and regulatory alignment require large, specialised teams. Most platforms cannot afford to build this depth across six content formats simultaneously.
Global Reach Needs Neutral Content
Content built for one curriculum or one regional market fails everywhere else. Publishers and platforms serving multiple geographies need curriculum-neutral content that can be mapped to any framework on demand.
Format Fragmentation Is a Problem
Licensing AR from one vendor, VR from another, animations from a third, and the LMS from a fourth creates integration complexity, quality inconsistency, and commercial overhead that kills time-to-market.
Human-built, not AI-generated
Every module is pedagogy-backed and reviewed by subject experts.
White-label ready
License any product and launch it under your own brand identity.
Multi-format, one partner
AR, VR, animations, apps, physical products — complete coverage.
Used by global publishers
Curriculum-neutral by default, mappable to any framework on request.
See the Products

A Library Built for Real Classrooms

From kindergarten apps to secondary VR simulations — every product is real, tested, and ready to go live under your brand.

🖥️ Web Platform — Student Dashboard

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📱 AR Content Library — Student Scanning

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🥽 VR Content

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🃏 AR Learning Cards

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🎈 KY Learning App

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🎬 2D Animations

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Our Products

Six K-12 Learning Products. One Complete Library.

Each product is independently licensable or available as a bundled suite. Every one is white-label ready — launch under your own brand in days, not months.

Web Platform Preview

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Ages 6–18
White-label
🖥️
Web Platform
LMS + Full K-12 Content Library

A complete web-based learning platform with integrated LMS, curriculum-aligned content, assessments, and teacher tools. Ready to deploy under your brand in 10 days. Teachers assign lessons, students learn through 3D, video and interactive content — everything tracked in one dashboard.

Web BrowserLMS IncludedAssessment EngineSSO / LTI 1.3SCORM Export
  • Structured curriculum pathways by subject & age group
  • Real-time teacher dashboard — progress, scores, gaps
  • Formative & summative assessments built in
  • Multi-language support, WCAG 2.1 accessible
  • Custom domain, full UI white-labelling
Get this product

AR Content Preview

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Ages 6–18
White-label
📱
AR Content Library
Scan-and-see 3D learning experiences

Hundreds of AR modules that bring textbook topics to life. Students point a phone at a page or marker and interact with 3D models, animations and layered information in real space. Biology, Chemistry, Physics, Maths, Geography — only used for topics where 3D genuinely helps.

iOSAndroidMarker-basedMarkerlessOffline Mode
  • Curriculum-mapped — each module linked to a learning objective
  • Interactive, not just visual — rotate, label, quiz
  • Works offline once downloaded
  • SDK for embedding into your existing app
  • White-label app on App Store & Play Store
Get this product

VR Experience Preview

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Ages 10–18
White-label
🥽
VR Content Library
Full-immersion simulations & field trips

Take students inside a human cell, to the surface of the Moon, or through the chambers of the heart — without leaving the classroom. Experiences are built for topics where being inside the concept is categorically more effective than reading about it. Teacher control panel included.

Meta QuestPicoPC VRStandalone
  • Teacher app — cue, pause, annotate live sessions
  • In-headset assessment at the end of every experience
  • Runs fully offline — no streaming, no lag
  • Branded launcher and loading screens
  • Results sync to LMS via API
Get this product

AR Cards Preview

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Ages 3–8
White-label
🃏
AR Learning Cards
Physical flash cards with linked AR experiences

Beautifully printed physical cards that unlock 3D AR experiences through a companion app. Animals walk off the card. Numbers become puzzles. A proven bridge between hands-on physical play and digital learning for young children. Designs provided; manufacturing partner support available.

Physical CardsiOSAndroidMulti-language Audio
  • Alphabets, Numbers, Animals, Science, Shapes & more
  • Physical-first design — card is the primary learning object
  • Custom themes designed to your brief
  • Co-brand or white-label alongside your early years materials
  • Parent dashboard — simple usage & progress tracking
Get this product

KY App Preview

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Ages 3–6
White-label
🎈
KY Learning App
Early childhood digital learning companion

A dedicated mobile learning app for children aged 3–6. Foundational literacy, numeracy and life skills delivered through stories, songs, games and loveable interactive characters — in a safe, distraction-free environment. Sessions are 4–8 minutes, matched to a young child's attention span.

iOSAndroidOffline ModeMulti-language
  • Character-led learning world — familiar characters per session
  • Short structured sessions matched to attention span
  • Parent weekly report — what was practised, next steps
  • Custom characters created for your brand identity
  • Full offline mode for low-connectivity markets
Get this product

2D Animations Preview

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Ages 6–14
White-label
🎬
2D Animations App
Curriculum-aligned animated video learning

A mobile app with a growing library of high-quality 2D animated explainer videos for primary and middle school. Each video is 3–6 minutes, addresses one specific concept, and is followed by a formative quiz. Multiple languages, offline playback, and teacher analytics built in.

iOSAndroidMulti-languageAssessment Built-in
  • One concept per video — no padding, no filler
  • Consistent production quality across all topics
  • 3–5 question formative quiz after every video
  • Content API — pull into your existing platform
  • Custom videos produced to your brief on request
Get this product

Not sure which products fit your platform?

Book a 30-Minute Demo Call
How It Works

From First Call to Live Product — Faster Than You Think

Three steps. No guesswork. We handle the heavy lifting.

01
Choose Your Products

Pick one product or a bundled suite. We walk you through what's available, what fits your audience, and what your market expects — before you commit to anything.

02
Brand It Yours

We white-label everything — app icons, UI, loading screens, brand colours, custom domain. Your learners see your brand. Not ours. Custom characters and themes available on request.

03
Launch and Grow

Go live in 10 days. Our team stays on for integration support, curriculum mapping, and ongoing content updates as your platform grows and your markets evolve.

Global Reach

A Library That's Already at Scale

When you license our products, you are building on a platform that has already been tested across millions of learners across multiple continents and curriculum frameworks.

1M+
Students reached globally
6
Ready-to-license products
10
Days average to go live
3–18
Age range covered

Global Curriculum Alignment

Tell us your curriculum — we'll map our content against it at no cost, before you commit.

Cambridge International & IB
Common Core & NGSS (US)
National Curriculum (UK)
DepEd K-12 (Philippines)
African & Middle Eastern Frameworks
Any framework — on request
Request a Free Curriculum Mapping
Who It's For

Built for the Organisations That Shape How Children Learn

Whether you are a global publisher, a growing EdTech platform, or a school network — the same library powers each use case, configured for your audience.

📚
Publishers

Add a world-class digital dimension to your print product. Your students and teachers get an immersive extension of the textbook — under your brand, mapped to your chapters.

  • Map AR/VR to your textbook pages
  • Add a digital LMS to your print catalogue
  • White-label animation & app content
  • Co-brand AR Cards alongside early years materials
🚀
EdTech Platforms

Populate your platform with a complete, ready-made content library. License what you need, embed via API or SDK, and go to market with full content coverage from day one.

  • Full content API and SDK integration
  • Extend age coverage upward or downward
  • License specific subjects or full catalogue
  • Hardware-software bundles for school clients
🏫
School Networks

Offer member schools a unified digital learning platform. Central admin, school-level dashboards, teacher tools and parent communication — all built in and manageable at scale.

  • Central admin panel across all schools
  • Per-school branded instances
  • VR headset procurement support
  • School-level reporting and analytics
Our Approach to Learning

Pedagogy First. Technology Second.

Not every concept needs a simulation. Our pedagogy team decides the right format per topic — so learners get the most effective experience, not just the most impressive one.

🧊
3D / AR / VR
For concepts requiring spatial understanding — molecular structures, geographical formations, mechanical systems.
🎬
2D Animation & Video
For narrative-led concepts, cause-effect processes, and step-by-step explanations. Fast to consume, easy to replay.
Assessment — built into everything
Every product includes formative and summative assessments. No third-party tool needed. Real-time data for teachers.
Built on Bloom's Taxonomy

Assessments progress through all six cognitive levels — not just recall and recognition, but application, analysis and higher-order thinking.

6
Create
Design, build, produce
5
Evaluate
Judge, critique, justify
4
Analyse
Compare, differentiate
3
Apply
Use, demonstrate, solve
2
Understand
Explain, interpret
1
Remember
Recall, recognise
Thought Leadership

The Future of K-12 EdTech — Webinar Series

Candid conversations with publishers, platform builders and school networks from around the world. No sales pitches — just insight on what's shifting and what to do about it.

Webinar 1 Recording Available
From Print to Digital: What K-12 Publishers Need to Know Right Now

How the shift to digital content is reshaping publisher business models — and the practical steps organisations are taking to stay relevant in a rapidly changing market. Covers format strategy, platform vs. content decisions, and real examples of publishers who've made the transition.

45 min Publishers & EdTech Leaders
Watch Recording
Webinar 2 Recording Available
AR and VR in K-12: Hype vs. Reality — What's Actually Working in Classrooms

A frank look at where immersive technology is genuinely improving learning outcomes — and where it is falling short. Based on real deployment data from schools across Asia and Africa, covering engagement metrics, teacher adoption, and what it takes to make VR work at classroom scale.

50 min EdTech Platforms & School Networks
Watch Recording
Webinar 3 Recording Available
Building for Emerging Markets: K-12 EdTech Opportunities in South-East Asia and Africa

The fastest-growing EdTech markets are outside Europe and North America. What does it take to build products that work for these learners — technically, pedagogically, and commercially? Covers localisation, connectivity constraints, curriculum alignment, and go-to-market approaches.

48 min Publishers & Platform Builders
Watch Recording
Webinar 4 Live Registration Open
What Publishers Must Do Now: The Digital Content Imperative

The window for publishers to own their digital future is narrowing. We look at the decisions publishers need to make today — on content formats, platform strategy, and partnership models — to remain competitive in a market where EdTech platforms are setting the pace. Includes case studies from publishing organisations that have made the shift.

45–50 min Live + Q&A
Register Free
EdTech Insights Report — Key Takeaways from Our Webinar Series
A condensed summary of the most actionable insights from Webinars 1–3: format strategy, market entry, immersive content ROI, and what's actually working in classrooms. 12 pages.
Download Report
Ready to Launch Your K-12 Learning Product?

Tell us about your platform or organisation and what you're trying to build. We'll suggest the right products, walk you through white-labelling, and show you how fast you can go live.

Frequently Asked Questions

Common Questions

Questions commonly asked by training managers, safety officers, and procurement teams — answered directly.

A white-label EdTech product is a ready-built digital learning platform or content library that a publisher, school network, or EdTech company licenses and launches under their own brand. Their learners see only the licensee's brand — app name, icon, colours, interface — with no indication of the underlying technology provider. The licensee owns the customer relationship and brand equity; the technology provider operates entirely in the background. White-labelling allows an organisation to launch a world-class digital learning product in weeks rather than building it from scratch over 12–18 months.
Standard white-labelling of an existing product — covering brand application, basic curriculum configuration, and app store submission — takes approximately 10 days from agreement to live product. Custom character designs, new curriculum mappings for a specific national syllabus, or bespoke content additions require additional time: typically 4–6 weeks for a fully customised launch. The 10-day baseline is possible because the underlying content library, platform architecture, and assessment engine are already built and tested — the licensee is not starting from zero.
Yes, when used for the right content. The evidence base for immersive content in education shows particular effectiveness for concepts that require spatial understanding — molecular structures, anatomical systems, geographical formations, mathematical geometry, historical environments. These are the topics where reading or watching a flat video is genuinely less effective than experiencing the concept in three dimensions. The important qualification is that not every topic benefits from AR or VR treatment — the strongest implementations use immersive formats selectively, for the specific concepts where spatial understanding is the learning barrier.
Publishers can license a ready-built AR and VR content library that maps to their textbook chapters and curriculum framework. Students scan a textbook page and a 3D AR experience appears; the publisher does not need to build a single 3D asset or develop an AR application. The content is delivered via a white-label app branded as the publisher's own. This allows publishers to offer a credible, high-quality immersive digital extension of their print products — competing with pure-play EdTech platforms — without the multi-year content development investment.
The content library is curriculum-neutral by default — structured around learning objectives rather than any single national syllabus. Mapping to a specific curriculum (Cambridge, Common Core, UK National Curriculum, DepEd Philippines, or others) involves identifying which topics in the curriculum are covered by existing content, at what depth, and where supplementary content is needed. A curriculum alignment report is provided before licensing commitment. Curriculum mapping is provided at no cost as part of the evaluation process.
Building a K-12 content library in-house requires a large, specialist team — 3D artists, pedagogical designers, software developers, curriculum specialists, and quality assurance — working for 12–18 months before the first learner sees the product. Licensing means paying for access to a library that has already been through that entire process, with 1M+ learners as proof of quality. Licensing is faster (10 days to launch vs. 12–18 months), lower risk (no development uncertainty), and typically more cost-effective for organisations that are not primarily content businesses. Building in-house makes sense only when the specific content requirement genuinely cannot be met by existing products.
All six products in the library have full offline capability — content is pre-downloaded to the device and available without internet connectivity. Learner progress data is cached locally and synchronises to the LMS automatically when connectivity is restored. This is a designed-in requirement, not an afterthought, because the markets the library was built for — South-East Asia, Africa, the Middle East — have variable and often unreliable internet access in many schools and homes. Offline functionality covers both the student-facing learning experience and the teacher-facing management tools.

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