← Holden office

INTERACTIVE LEARNING EXPERIENCES & EDUCATIONAL GAMES

Give people something meaningful to try.

Tell us what you need ↗

Interaction should earn its place

A useful activity lets someone make a decision, see a consequence, or practice a skill. We begin with what the learner should understand or do afterward. A game is worth building when the interaction helps accomplish that purpose.

A sensible first step

Choose one audience and one learning goal. A small prototype can test the rules, instructions and feedback before anyone commits to a larger experience. FunEdGames and Ellie’s Workshop are available as examples of Jim’s own and family projects, not as evidence of measured classroom outcomes.

What we can scope together

A browser-based activity, a branching choice, a demonstration, or a focused game prototype. The brief sets the intended devices, content, interactions, accessibility needs and review criteria. Accounts, multiplayer, student records and platform integrations require separate assessment.

Check the experience

We review whether the controls make sense, the feedback matches the goal, and the agreed path works in its intended setting. Learning impact and classroom suitability need evidence beyond a working prototype. Educator feedback can help identify what to test next.

What to bring

Share the topic, intended age group, learning goal, and where the activity will be used. Tell us about device or access constraints. Use sample content rather than private student information in an initial inquiry.

Discuss your project ↗

Questions first. A clear scope and agreed cost before work begins.