We want to provide an extremely effective and engaging education for children based on the best on-line gaming mechanisms.
The current product has been developed for children aged 6-9 years.
Further products will extend this age range.
For the time being, we have a presence in Poland and we are testing the waters in two Western European countries. By the end of 2021, we want to stabilize sales in three to four European markets.
Our goal is to develop and digitise an active teaching method loved by children, which first proved effective in the network of nienudno.pl stationary schools
Traditional learning methods are boring, and the more bored a student is, the less they learn.
Remote education plays an increasingly important role, and yet the traditional education system is unfit for making use of it.
Current remote education formulas for children are non-involving.

We prove that e-learning, an idea known for years, can gain a new, incredibly effective face. The combination of on-li...
We want to provide an extremely effective and engaging education for children based on the best on-line gaming mechanisms.
The current product has been developed for children aged 6-9 years.
Further products will extend this age range.
For the time being, we have a presence in Poland and we are testing the waters in two Western European countries. By the end of 2021, we want to stabilize sales in three to four European markets.
Our goal is to develop and digitise an active teaching method loved by children, which first proved effective in the network of nienudno.pl stationary schools
Traditional learning methods are boring, and the more bored a student is, the less they learn.
Remote education plays an increasingly important role, and yet the traditional education system is unfit for making use of it.
Current remote education formulas for children are non-involving.

We prove that e-learning, an idea known for years, can gain a new, incredibly effective face. The combination of on-line learning and the world of computer games definitely increases student involvement – to the point that, from the student's perspective, they learn “by the way” and at the same time enjoy great entertainment.
We turn learning into fun. And the other way round.
We help children change their perception of education and view it as a process that can be creative and fun. Solutions we provide help children learn effectively and are not boring for them.
Parents get an educational product that children love. We show that games can intentionally teach them new skills and help them acquire new knowledge.

Access to the course is subject to a one-off fee. We also sell our course to schools with extracurricular classes in a B2B model.
In the future, we are also planning to add other payment options, such as subscriptions or micro-payments (especially in Western European markets).
Product: English Language Course in the World of Minecraft encompassing 15 lessons (missions). We teach children over 250 words and phrases. The entire course covers a few dozen hours of gameplay filled with learning. Children perceive it as a role-play game filled with engaging tasks.
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Employees

Michal Gregier
Admin
Michal Gregier CEO Cofounder and CEO of Futurogames