How we got here
Games with a purpose
Kanda began with interactive educational games for kids with learning disorders. It was our introduction to the benefits of gamification and play in a learning environment.
Runerod contained two hours of gameplay and 12 hours of standardized math lessons.

Industry Focus
We took the lessons learned from educational games and translated that knowledge into engaging professional training tools. Even adults benefits from interactivity, engagement, and gamification to support learning.
We explored new technologies, devices, and tools to develop our training platforms.

Virtual Reality
With the introduction of the Oculus Rift in 2016, we saw the potential for truly immersive training that could be conducted anytime, anywhere. We developed our first VR project within a few months.

Heavy Industry Projects
Together with Siemens Gamesa, we explored the use of VR technology to create an immersive experience when practising installation procedures in the offshore renewables sector. This was the proof of concept that we needed to revolutionise procedure training across industries.
This began a long-term partnership with Siemens Gamesa for ongoing development of virtual reality training scenarios.

Virtual Training Platform
When the COVID-19 pandemic shut down most face-to-face training in 2020, we had the opportunity to put the Kanda training platform to the test. Companies needed alternative ways to complete necessary employee training, and we were ready to deliver high-value resources that kept those businesses running safely.

Investing in Sustainable, High-Quality Training
We have made a sizeable investment in building the Kanda training platform, creating certified VR training simulations that meet international standards. By allowing employees to train remotely, organizations can save money and reduce greenhouse gas emissions associated with onsite training.
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Join our team and improve learning outcomes for organizations around the world.