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BraınyBraıny
BraınyBraıny

The Learning Experience Architect

Learning Experience Architecture, Kigali, since 2013

Online learning that teachers and students actually use.

Digital learning for schools, colleges and training institutions: the system, the courses inside it, and the data that shows what works.

A full computer lab of students at their monitors during a lesson.
Connected Learning in a technical classroom

01

The problem

The expert forgets what it was like.

An engineer who has taught torque for years no longer remembers not knowing it. A first-year student meets the same idea on a Tuesday afternoon, in a full room, with a textbook written for someone further along.

Both are doing their best. The gap between them is not a content problem and not a people problem. It is an architecture problem, and it lives in the space between the two.

Management sees the results months later, in grades and drop-outs, without a way to see where the structure gave way.

We started in classrooms. We watched good teachers fight rigid tools and eager students give up on material that felt out of reach. The problem was never the people.

02

Three audiences

Three people in every classroom.

Students

Complex subjects feel out of reach. Learning feels like a chore to be endured.

Difficult becomes approachable. Learning becomes something worth showing up for.

Teachers

Preparation eats the evening, the tools bend for no one, and assessment arrives as a burden.

Preparation becomes design. Teaching turns back toward the student rather than the system.

Management

No clear view of what works, so scarce resources are allocated by intuition.

Learning Intelligence shows where attention goes, what sticks, and where to invest next.

03

What we architect

What we architect

  1. 01

    Learning Experience Architecture

    The whole structure, from the first lesson plan to the last assessment, designed around how people learn rather than how software is usually sold.

  2. 02

    Connected Learning

    Online and in person as one experience from the first day. The student in the workshop and the student on a phone at home are on the same path.

  3. 03

    Learning Journey Design

    Each learner follows a path we have drawn on purpose. Difficult concepts arrive in an order that makes the next one easier.

  4. 04

    Seamless Learning Ecosystem

    Library, courses and data as one environment, and the institution owns it. We hand over the keys, and the knowledge to use them.

  5. 05

    Learning Intelligence

    Data management can act on: what is used, what is skipped, and what learners look for and cannot find.

04

The work

Built for the classroom, not the demo.

  1. The RTB digital library: trade collections, and one collection opened to its readings, videos and audio.
    The RTB digital library: trade collections, and one collection opened to its readings, videos and audio.

    01

    An e-library every learner can reach from a phone

    Rwanda TVET Board, e-learning system

    Readings, past papers and references live inside the system students already use. It is built into RTB's Moodle rather than beside it, and light enough to open on a phone on a slow connection.

    Seamless Learning Ecosystem

  2. The library's analytics dashboard: resource and user counts, format preferences, the most used resources this week, usage by subject, and the searches that returned nothing.
    The library's analytics dashboard: resource and user counts, format preferences, the most used resources this week, usage by subject, and the searches that returned nothing.

    02

    What is used, and what is missing.

    Rwanda TVET Board, e-library analytics

    Every open, view and download in the library, read as one dashboard: which resources are used, in which formats, by which trade. It also lists what students searched for and could not find, so the next purchase fills a real gap rather than a guess.

    Learning Intelligence

05

The approach

How the work gets done.

01

We observe

We sit in your classrooms before we draw anything. Who teaches, with what, on which connection.

02

We design

Learning Journey Design for each course, with the teachers who will teach it. Preparation becomes something they shape.

03

We connect

The ecosystem works online and in the room from the first day, on the infrastructure that exists.

04

We hand over

Your institution owns the building. We transfer the knowledge to run it and stay until your team no longer needs us.

What usually goes wrong

Teachers resist tools they did not choose. Connections drop. Digital literacy varies across one staff room. We plan for all of it from the first week.

06

In numbers

13

years of practice, since 2013

07

About

Educators first. Technologists second.

Brainy Ltd was founded in 2013. We are instructional designers and educators who learned the technology so that it would serve the classroom, rather than the other way around.

Since 2013 we have watched how people learn and changed what we design to match what we saw. We observed, we learned, we adapted. That order has not changed.

We are based in Kigali, Rwanda.

Contact

Tell us about your institution.

A conversation with an architect, not a sales call. We will ask about your classrooms before we say anything about ours.

A sentence or two is plenty.