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Give your child a head start in English with our Kids Fluency Program

Internationally Recognized for Levels A1-C2

Children Between 6-10 Can Begin Their Journey to Fluency Today!

Innovative English Classroom Experience for children, focused on the development of speaking and listening skills. Fully gamified, Learn Laugh Speak really involves children in fun and interactive activities.

Find out your Childs English Level Today

English Fluency program

Children 6 - 11

$27.99 /month

  • 6000 lessons adventure & Gamified  
  • Weekly progress analysis
  • Full Access to the English fluency program
  • Time till fluent estimation
  • Guaranteed Results or money back
  • Separate Area for Kids 
  • Private Classroom for kids area choice to compete between groups or on their own. 
  • Points based competition 
  • Learning Through Gamified Full Digital Courseware.


28 day Money Back Guarantee

No Questions Asked

Learn Laugh Speak is the only full 32,000 lesson program for reading, listening, speaking and writing that students can begin and finish and know they are learning all the modules in accordance with the Common European Framework of Reference for Testing. (CEFR)

Our Academic Curriculum and correction tools gives students what they need to learn and speak English from day 1.

Our goal is to restore the students confidence so that they can achieve their goals with confidence and speed

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Full Lessons Available for Students
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Native Speakers Audio Recordings
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Finished the Kids Courses
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Currently Learning

We are not setting the benchmark just simply Keeping up with the Speed

Gamified Competition

89% would be more engaged when learning Through Gamified E-learning Systems. 

Productivity Increased

Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.

Children & Fortune 500

 40 percent of Global 1000 organizations use gamification as the primary mechanism to transform business operations

Not only Education

53% of responders say that in 2022 gamification will be widely adopted by most of industries, communications scene and most of all education

Healthy Competition

Over 60% of learners would be motivated by leader boards and increased competition between students.

Working together with teams all over the world to find fluency