World-class Education Innovations informed by Cutting Edge Research
Engenia Solutions is software development, project management, and consultancy company specialised in education industry products and services.
We develop products and services for the education sector such as Learning Management Systems (LMS), Online Teaching and Learning Platforms, Simulator Learning Environments, Mobile Applications and Smart Classrooms. Engenia has extensive international experience in catering to a variety of education providers such as Universities and Registered Training Organizations (RTO) in Australia and Indonesia. At Engenia, we pride ourselves as Sri Lanka’s only research-led education products and services company. Our educational products and services are informed by international best practice, cutting edge research and world-class design standards.
What Research Says...
“Blended e-learning offers the possibility of changing our attitudes not only as to where and when learning takes place but in terms of what resources and tools can support learning and the ways in which these might be used. Blended e-learning adds extra dimensions to blending. It fosters the integration of different spaces, allowing students to learn from college, university, the work environments, from home or on the move. It can offer flexibility in the time when learners can participate in courses, reducing or removing restrictions arising from that balancing of work or home commitments and studying”
(Littlejohn & Pegler, 2007)
“The use of educational games as learning tools is a promising approach due to their abilities to teach and reinforce not only knowledge but also important skills such as problem-solving, collaboration, and communication”
(Dicheva et al. 2015)
“The current technological developments have provided professionals with a new innovating tool, underpinned by a dynamic physiologic algorithm that combines clinical simulation and virtual reality simulation with problem-based learning and game design, all assembled in a three-dimensional technological tool. This immersive, dynamic learning environment not only encourages but also requires active and critical action-based learning”
(Padilha et al. 2018)
“Empirical studies have highlighted that educational games should contain an element of assessment providing both learners and designers with information of how their in-game interactions emerge, relating to their game success, as well as meaningful learning”
(Tlili & Chang, 2019)
“The concept of a ‘smart classroom’, where the physical environment (e.g. walls, furniture etc.) is infused with carefully designed digital tools and materials to support student interactions across multiple social planes, scaffolding seamless and dynamic collaboration, enhancing real-time face-to- face interactions and capturing the collective wisdom of the entire class”