We develop digital learning environments in which knowledge is not simply presented but actively explored.
Our browser-based learning modules combine film, 360° environments, photography, audio, animation, maps, 3D and interactive tasks. This creates individual educational experiences for schools, vocational training, professional development, museums, public institutions and companies.
Depending on the subject and target group, the result may be a compact web-based training course, an immersive 360° learning environment, an interactive research tool or a larger digital education platform.
People learn particularly well when they can place information in a context, make their own decisions and experience the consequences of their actions.
That is why our learning environments are not designed as collections of slides. Users explore real or designed environments, speak to characters, investigate documents, complete tasks, make decisions and unlock new content.
The learning experience can take place within real 360° locations, filmed scenarios, illustrated worlds, interactive maps or individually designed 3D environments. These forms can also be combined.
A learning environment can contain a wide range of media and interactions:
We select the appropriate format according to the subject, educational objective and intended audience.
We develop both compact web-based training courses and complex interactive learning worlds.
A WBT, or web-based training course, is a digital learning module that runs in a browser. It can include structured chapters, explanatory content, video, audio, interactive exercises and assessments.
If required, we can prepare modules for integration into a learning management system. Standards such as SCORM 1.2 or SCORM 2004 can be considered when they are part of the project requirements. The exact technical connection is defined together with the client and the platform provider.
A particular strength of Kubikfoto lies in learning experiences based on real environments.
Users can enter a company, a natural habitat, a historical site or another location through interactive 360° footage. They can move through the space, discover information and interact with filmed people.
This creates proximity and authenticity while still allowing information, tasks, media and game mechanics to be added digitally.
Our experience is particularly strong in education, nature and environmental communication, political education and complex documentary subjects. The underlying methods can equally be applied to companies, brands, products and other areas of knowledge.
Selected projects
An interactive learning environment is a digital application in which users actively explore content, complete tasks and make decisions. Unlike a linear presentation, it enables individual paths through the subject.
A WBT usually follows a clearly structured sequence of chapters and exercises. A learning environment may be more open and exploratory, for example within a 360° space, an interactive map or a narrative world. Both approaches can be combined.
Yes. Depending on the platform and project requirements, modules can be integrated through links, embedded applications, interfaces or standards such as SCORM.
SCORM-compatible delivery can be planned where required. The precise technical requirements should be agreed at the beginning of the project because learning platforms may differ in their implementation and supported standards.
Yes. This is one of our particular strengths. Real footage and 360° environments can be enhanced with 3D elements, animation, maps, tasks and interactive information.
Yes. Text, subtitles, voice-over and interface elements can be provided in multiple languages. Language versions can also be supported through AI-assisted production processes where appropriate.
We create learning experiences that connect complex content with intuitive interaction, strong visual design and meaningful storytelling.