Project Quanta


"Education is not a problem, Education is an opportunity".

Imagine combining this golden opportunity with Entertainment, yes! Learning while having fun, or Edutainment.

BBIndia believes that knowledge is power and learning is moving from a standardized school-based approach to lifelong learning. College might not be for everyone, but learning is. Learning should be individualized not standardized. The utilization of technology and media for entertainment and educational reasons has gotten a lot of attention in both literature and academia where terms like edutainment have been presented and gotten famous. Edutainment gives information that is both entertaining and also educational at the same time. You can find examples of edutainment everywhere these days. As this word recommends, edutainment is the combination of two words i.e. Education and Entertainment which is meant to improve learning by making it easy as well as pleasurable.

BigBrainers India has been commited to improving the lives of students by shaping them using the most powerful tool- education. We have been finding innovative ways to inculcate knowledge in students and Project Quanta is one such way that combines creativity with Knowledge.
Project Quanta, established by Big Brainers India, is a projetct that aims to echo the concept of Edutainment by making reels on certain misconceptions in subjects such as Math, Science , Public Speaking , Coding etc.

Importance of Edutainment

Different scientific studies have demonstrated that video, audio, and physical or virtual learning games have a positive and engaging effect in attracting the enthusiasm of students towards education.

By actualizing edutainment in educational organizations, learning and educating can wind up being enjoyable. It also prompts the teachers to come up with different ideas for learning and the board systems that move students to improve their psychological and physical growth in a manner that is diverting, entertaining and fascinating. Edutainment ordinarily seeks to educate or mingle its crowd by implanting lessons in some well-known type of entertainment such as TV programs, computer games, films, music, sites, interactive media programming, and much more. Some lessons utilize edutainment as a reason for training in a progressively proficient and quick manner. Successive edutainment is perceptible by the way that learning gets fun and speakers or teachers train the students in a way that is both engaging and entertaining.