Xmile Learning

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Xmile Learning: Mistério dos Sonhos (Mystery of Dreams)

�, Brazil�, Brazil
Year Founded:
Organization type: 
for profit
Project Stage:
$1 million - $5 million
Project Summary
Elevator Pitch

Concise Summary: Help us pitch this solution! Provide an explanation within 3-4 short sentences.

“Mistério dos Sonhos” is a series of educational games oriented to the 1st, 2nd and 3rd years of Elementary School, with educational content based on the National Curricular Guidelines (MEC), in the Portuguese Language, Mathematics, Human and Natural Science, integrated in the context of the stories

WHAT IF - Inspiration: Write one sentence that describes a way that your project dares to ask, "WHAT IF?"

What if school was as fun as playing videogames?
About Project

Problem: What problem is this project trying to address?

School has worked under the same model for the past 200 years, it was already bad and it’s only become worse since then. The current generation of kids, born digital, lives under a quantity and velocity of information and stimulus that we have never experienced before, at the same time, with all of the recent economic growth, we continue to have mediocre educational performance in most countries and even more in Brazil, something needs to change.

Solution: What is the proposed solution? Please be specific!

The biggest problem in Brazil is basic education, the levels of functional illiteracy are terrifying, therefore, focusing on literacy-age children is the first step. In following, it is fundamental to go into their world, a world of fantasies, of make-believe, of adventures, colors and movement. It is also a world that is more and more digital. To ally all of this to a solid pedagogical proposal that proposes an aesthetic and narrative quality, the contextualization and interdisciplinary nature of the content, absolutely in line with 21st century values will result in a fun, stimulating and effective learning experience.
Impact: How does it Work

Example: Walk us through a specific example(s) of how this solution makes a difference; include its primary activities.

The majority of schools (public and private) offer weekly computer classes to children at the age of literacy. In practice, unfortunately, the children learn little there, beyond already being digital natives, they end up surfing the internet with no direction (“just don’t go on YouTube or Facebook” says the teacher) or accessing content of little academic relevance. Through Mistério dos Sonhos, we have achieved an exceptional level of engagement, with the children concentrated on what they are doing, asking to return to the activity and teachers content with their students who are motivated and focused on something new and productive. Yes, learning can be fun, stimulating and effective.

Impact: What is the impact of the work to date? Also describe the projected future impact for the coming years.

Currently Xmile Learning is implementing Mistério dos Sonhos in pilots that will last all of the 2014 school year in 8 Brazilian municipalities in partnership with MEC and the Lemann Foundation, as well as 15 private schools in Rio de Janeiro and São Paulo, there are more than 11,000 children trying a new way to learn. Despite the difficulties in implementing all of the pilots simultaneously, the results have been excellent form the viewpoint of engagement with students, teachers and parents. The result in terms of learning can only be earned at the end of the school year, the Lemann Foundation is helping us with this impact evaluation also. In terms of the future, the objective is to bring fun and enjoyment for learning to within the classroom, create a more dynamic environment and relate the concrete world more with the academic world of all children in Brazil.

Spread Strategies: Moving forward, what are the main strategies for scaling impact?

There are around 9.5 million children at literacy age (taking 1st, 2nd, or 3rd grade) in Brazil, in the focus of the national curricular guidelines of MEC and our multiplatform solution (web, mobile - iOS and Android-, and desktop – Linux and Windows) allow this solution to be used in the whole country, in conditions with a very simple infrastructure, allowing a large scale. Mistério dos Sonhos was created to be at the beginning of other school years, as well as being located in and exported to other countries also, adapting to the peculiarities of each region in the future.

Financial Sustainability Plan: What is this solution’s plan to ensure financial sustainability?

Our business model is based on a yearly subscription of R$60 per student, with this average ticker, we need approximately 9,000 students to break even, which means an average municipality for example. Our current focus in on the implementation and future conversion of the pilots, as well as polishing of the product. We intend to be more commercially aggressive starting in 2015, until then, we are seeking partners for distribution channels.

Marketplace: Who else is addressing the problem outlined here? How does the proposed project differ from these approaches?

There are no other solutions based on games in the Brazilian market that operate in the same age range, however, there are competitors in ages just over that of Mistério dos Sonhos, like Ludz, Plinks, Vila Kademi, Manha High, and Kiduca. Beyond having another target audience, they are solutions that generally are single-platform (generally only the web), single-subject( generally only Math) and offer games like isolated tasks, little connected to the narrative and the context of the game, appearing more like homework than like a fun commercial game.

Founding Story

In 2012 the founders, Nicolas Peluffo and Roberto Kaplan met at Harvard Business School and discovered a personal and professional affinity: they both had small children, a story of success as entrepreneurs in other areas and a great desire to do something significant for Brazil. Upon studying the case of an American educational toy company that goes into the school market, they remember how boring their school classes were and realize that they could create a totally different experience, one that’s fun and modern, that would go to millions of children through technology. This is how the idea began, that brought forth Xmile Learning.


Nicolas Peluffo – CEO and Co-Founder –Administrator, Associate at Ponta dos Ganchos Resort Roberto Kaplan – CFO and Co-Founder – Economist, Associate at Fiszpan, Vengal Bares and Volta Restaurant. André Piacentini – CTO – Software Engineer , participation in more than 160 IT projects. Rafael Albalustro – Creative Director – Designer, 7 years of experience in the Videogame market. Cacau Lopes Silva – Psychologist with Masters in Education
About You
Xmile Learning
About You
First Name


Last Name


About Your Project
Organization Name

Xmile Learning

How long has your organization been operating?

Please select

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Organization Country
Country where this project is creating social impact
What awards or honors has the project received?
Funding: How is your project financial supported?

Friends and family, Individuals, Foundations, Customers.


-June of 2013: Mystery of Dreams was a finalist at the Festival ComKids Prix Jeunesse Ibero-Americano;
-June of 2013: Xmile Learning was chosen to integrate the accelerated class from Artemísia Negócios Sociais;
- August 2013: Mystery of Dreams was one of the 10 chosen to integrate the first class of Start-Ed from the Lemann Foundation in 2013;
-October 2013: Mystery of Dreams was the first placed in the “Educational Applications” category and received the best evaluation of all the 35 competing projects for the Digital Arts Award and Educational Applications of the Hypertext Symposium and Technology in Education.

Primary Target Age Group

6 - 12.

Your role in Education

After-School Provider.

Please specify which of the following best applies:

I am applying on behalf of a particular program or initiative.

The type of school(s) your solution is affiliated with (if applicable)

Public (tuition-free), Private (tuition-based), Home-School.

Intervention Focus

Curricular, Online Learning.

Does your project utilize any of the innovative design principles below?

Putting Children in Charge: Giving children a voice and cultivating agency via experiential learning, project-based learning, and civic engagement.

Is your project targeted at solving any of the following key barriers?

One size fits all fits none: Students are disengaged and not being prepared for "real life."

What key learning outcomes does your work seek to improve?

- Curriculum: Portuguese Language, Mathematics, Social and Human Sciences;
- Abilities of the 21st Century: Collaboration, Creativity and Critical Analysis;
- Comprehension and problem solving in simulations of real situations;
- Work on self-esteem and self-confidence;
- Create an fun, stimulating and effective learning experience;

Secondary Form
PROGRAM DESIGN CLARITY: We are hungry to know more about what exactly your model consists of. Please succinctly list a) what main activities are you doing with your beneficiaries, b) where you carry out the activities? c) how often? d) for how many hours? e) who delivers the services? and f) any other brief details

a) Mistério dos Sonhos provides a play-oriented activity of consolidation of educational knowledge (based on the national curricular parameters);
b) In school, in the classroom as well as the computer lab. In some cases, it is also used as homework;
c) Weekly;
d) In the time of one class (approximately 50 minutes in general);
e) The teacher or computer lab monitor (at times, both together)

INSPIRATION: What do you consider the most important trends or evidence that inspire you to believe the world is ready to Re-imagine Learning? Please elaborate.

Observation = The prior field has a problem and does not allow typing.
The society in which we live, from the view of everyday human relations as well as that of the work market, cries out for the distinct abilities of those from 200 years ago when the current system was conceived. Being effective and efficient in this new context requires having a solid basis in your language, in mathematics, physics, chemistry, history, biology and geography but also in knowing how to collaborate, have resilience, respect opinions, be kind and competitive without being destructive, with lots of creativity

LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?

Making the students learn to learn is possibly the greatest challenge that we have in front of us. For this, we should treat learning as an experience that should be enjoyable, challenging and rewarding, like a good game. The current model is the most distant thing from this that you could conceive.

SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.

Today the company has already broken even, 100% of our revenue comes from B2B (private schools).
We hope to grow in the next year focusing on municipal and state public networks.

MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?

Our company is for profit and charges for its services, however it is totally aligned with its proposal.

FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?

Marketing and Sales
Because we already have an excellent team that is constantly improving our existing product (Mystery of Dreams) and developing a new product (Orion), what we lack is the capability to improve our short term distribution.

PARTNERSHIPS: Tell us about your partnerships that enhance your approach.

The Lemann Foundation has been an enormous partner with Xmile Learning, allowing us to learn more about products, about start-ups, about education in Brazil and in the world and overall financing the implementation of a pilot in 8 Brazilian municipalities during 2014, reaching more than 7,000 children.
This partnership was fundamental for our success.

COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.

We have thought of doing this, I believe that starting in the beginning of 2015 we will be ready to put new partnerships in place, from the commercial standpoint as well as that of development of new products. We have special interest in Childhood Education and the English Language.

VISION: If you had unlimited funding, and you could fast forward 15 years to when your program has been able to achieve wild success - what will it have achieved?

Success to us would be to be able to make it to 1 million users, that were happy with the use of the tool and, just as important as this, that were proven to be benefited in a significant way with better results in their education.

IMPACT - KEY METRICS: Please list the key data points that you would cite as evidence that you are able to achieve lasting learning outcomes. Please also share one data point for which you most hope to see better results over time

At the end of 2015 we will have a large study (already contracted) that will provide data respecting our hypotheses with respect to school performance, as well as:
1 - Improvement in performance of cognitive abilities (problem solving, logical, verbal and numerical rationalization);
2 - Improvement in socio-emotional abilities (Determination, Achievement, Emotional Stability, Open to New Experiences and Kindness);

IMPACT - REPORTING SAMPLE: Please attach any examples of your impact reporting. [optional]:
RESEARCH AND EVIDENCE: Please link or attach any research or evidence resource you are open to sharing more widely [optional]. Building research and evidence is a key aim of this initiative, and the resources you share may be chosen for listing in the Center for Education Innovations library:
SOURCE: If applicable - who created the research or evidence you are choosing to share? :
IMPACT - REACH: How many people did your project directly engage in programmatic activities in the last year?

1,001 to 10,000

STUDY: Has an external evaluation or study been conducted of your organization?

In progress

Other (please specify)
Number of Employees:


Number of Volunteers:

Fewer than 10

APPROACHES: Given the complexity of play, it is not surprising that there have been numerous research attempts to categorize the different types and approaches! Please indicate which of the following your project focuses on.

Creating a Supportive Socio-Emotional Environment, Educational Structuring (developing playful projects within educational contexts).

Other (please specify)
AFFILIATION: Please specify if your organization has any existing affiliations with the LEGO Group.

We do not have any affiliation with the LEGO group.