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Explore the Magic Planet of Myradin with Emile & Aimee and

Distill the Essence of Grammar.

Grammar 1

Blast Off for £45 for a Whole School!

We believe the best resources are those made for everyone.

So we make our resources available for a flat £45+VAT annual fee for a whole school.

This includes, apps, progress tracking, classroom displays, online help, teacher powerpoints,…. In fact everything you could need to introduce Emile, Aimee & Scrambler into your school.

So what are you waiting for?

Obliterate Teacher Workload.

Use Emile for homework and see how your students are progressing at the click of a button.

Rocket SATs Results in your School!

Our games have been developed with our partners from Manchester Metropolitan University’s Faculty of Education, so you can rest assured that they meet and cover all the topics covered in the KS2 SATs papers. 

If your students use Emile for 15 minutes a week, the school’s SATs results will ROCKET!

rocket

Real Games That Teach Real Maths.

We’ve made hundreds of unique games that deliver real learning. 

Harness the power of Candy Crush and Angry Birds, and see your students excel. 

Aligned to the Curriculum.

Grammar with Emile covers the punctuation and grammar requirements of key stage 1 and key stage 2 and includes:
– Capital letters, full stops, question marks and exclamations
– Nouns – proper nouns, common nouns, collective nouns, abstract nouns, pronouns
– Singular & plural
– Punctuation – apostrophes, speech marks
– Verbs – verb tenses, infinitives, modal verbs
– Prefixes & suffixes
– Adverbs
– adverbials
– Determiners
– Adjectives
– comparative & superlative, fronted adverbials
– Prepositions, connections and conjunctions
– Subordinate clauses
– Subject & object, active & passive
– Synonyms, antonyms, homophones
– and more!

Whole School Competitions.

Let your Students compete and progress, to see not only who is the best, but also who can make the most progress.

Smart Allocation of Work.

All our Emile products harness the power of games-based learning and gamification.

Students are engaged by an enchanting adventure, crazy characters, enthralling game modes, ultra competitive class competitions, school leaderboards for most effort & most improved, reward systems that encourage more use and trophies to display. All these features lead students to wanting to answer questions, explore new concepts or revisit known topics.

By making use of a simple Assess, Practise and Achieve model, we ensure that students are working at the right level and are making progress.

Grammar 2

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