We create digital educational experiences that encourage people to take an active role.
Investigating a historical site, spotting digital threats or exploring a profession alongside real employees: we create digital educational experiences that encourage people to take an active role.
Our applications combine knowledge with stories, encounters and challenges. Learners investigate, make decisions, explore connections and try different approaches. We combine film, interactive 360° environments, maps, illustration, animation and 3D with individually developed game and learning concepts.
The result is digital learning content for schools, learning beyond the classroom, professional development, museums and businesses – from individual modules to extensive interactive educational platforms.
What should people know, understand or be able to apply after using an experience? This question is the starting point for our educational projects.
Together with our clients, we develop an appropriate approach. Some subjects need clear guidance; others benefit from open exploration. A personal story can provide an introduction, a research task can encourage engagement, and a decision can reveal different consequences.
The audience, their existing knowledge and the context of use shape the design. We consider whether an application will be used individually or in a group, how much time is available and how it fits into lessons, workshops or professional development.
Our educational experiences can take many forms: an investigation on a map, an interactive film story, a playful mission or a learning world that connects different places and topics.
Filmed people, digital guides or animated characters lead learners through the content. Learners examine documents, discover objects, answer questions and uncover information step by step. Quizzes, search tasks and decision-making scenarios provide specific prompts for engagement.
We develop playful elements around the learning objectives. A task might encourage learners to compare sources, recognise a hazard or work through a process themselves. Feedback helps them reflect on decisions and deepen their understanding.
One of Kubikfoto's particular strengths is educational content based on real film and 360° footage.
Learners can digitally enter workplaces, historical sites or natural habitats. They meet people who work there or share their knowledge, discovering information within its real setting.
Our interactions go beyond opening information points. Filmed people can respond to a selection, conversations can branch into different directions, and tasks within a scene can unlock new content. Story, interaction and production are planned together from the outset.
Applications can be developed for computers, tablets and smartphones. An additional VR version can provide a spatial experience on suitable headsets.
We also contribute to the content of educational projects. We research background information, propose topics and turn complex material into clear texts, stories, dialogue and tasks.
Through our work in environmental education, civic education and workplace learning, we understand different requirements for digital learning. Depending on the subject, we collaborate with experts, educational teams, editorial teams and scientific institutions.
Together, we define learning objectives, the required depth of content and suitable tasks. Content review and approval are built into the schedule, bringing subject knowledge, educational design and creative execution together.
A digital educational experience needs to work well in its intended setting. We therefore plan how it will be used at an early stage.
We adapt tasks, entry points and feedback to the intended use. Where appropriate, results or discovered content can provide a starting point for a follow-up discussion.
Our applications are primarily browser-based and can be accessed through a link or integrated into existing platforms. Navigation and presentation are optimised for the intended devices.
Structured web-based training can include chapters, knowledge checks and progress indicators. If integration with a learning management system is required, we clarify interfaces and, where appropriate, SCORM-compatible delivery at the start of the project.
We consider multilingual content and accessibility measures during the concept phase. These can include subtitles, transcripts, keyboard navigation, clear language and alternative ways to access visual content.
Selected projects
Together, we define the audience, learning objectives, content and context of use. We review existing material, carry out additional research and develop the format and content structure.
This is followed by texts, scripts, tasks, design and media production. Our development team implements the interactions and integrates the application into existing systems where required. Content, design and technology are continuously coordinated.
Before publication, we test functionality and usability on the intended devices. Feedback from subject specialists and educational project partners informs the revisions. Testing with the target audience can be included in the project schedule.
We develop applications for schools, learning beyond the classroom, career exploration, vocational training, professional development and public learning. Content, language and interactions are adapted to the audience.
Yes. We can conduct research, structure topics and develop texts, scripts, dialogue and tasks. Depending on the project, we work with our clients' subject specialists and educational teams or additional experts.
The extent of playful elements depends on the learning objectives and subject. Options range from clearly guided modules to open discovery experiences and extensive serious games. We develop the appropriate level of interaction and play.
Yes. Film, interviews and interactive 360° footage can convey real situations and encounters. Filmed people can act as guides, with prerecorded conversations connected to learners' choices.
Yes. We can structure content for individual learning sessions, shared tasks or independent exploration. We consider the available time, technical equipment and the role of teachers or facilitators.
Depending on the project, completed modules, answers, scores and other results can be recorded. We define which data is needed and how it is stored or transferred to a learning platform in the technical concept.
Yes. Existing texts, images, films, tasks and other materials can provide a foundation. Together, we assess how they can be adapted for the digital format and usefully supplemented.
Yes. Requirements should be defined early so that design, content and technology can be planned accordingly. Possible measures include subtitles, transcripts, keyboard navigation, alternative presentations and additional language versions.
Whether you are planning an educational resource for schools, a workplace learning world or an interactive interpretation project, we develop an approach that fits your content and the people you want to reach.