MentAR
Curiosity: STEM students between the age of 5-18 are very much curious about what's going on in their surroundings. They are stopped from exploring so in order to not get themselves hurt or damage any costly thing. Hence, their curiosity remains unaddressed and they loose their interest in exploration.
Curiosity: STEM students between the age of 5-18 are very much curious
about what's going on in their surroundings. They are stopped from exploring so in order to not get themselves hurt or damage any costly thing. Hence, their curiosity remains unaddressed and they loose their interest in exploration.
STEM students between the age of 5-18 are very much curious about what's going on in their surroundings. They are stopped from exploring so in order to not get themselves hurt or damage any costly thing. Hence, their curiosity remains unaddressed and they loose their interest in exploration.
Me and my team belong to Kota city (known as K-12 hub of India). Here, we have the insights of the study pattern of the students and we acknowledge about the needs of them.
- Enable personalized learning and individualized instruction for learners who are most at risk for disengagement and school drop-out
- Pilot
Experiential learning is future technology based learning. Hence, today there are lack of cheap hardware devices available in the market so that K-12 students can afford. We require the development of cheap XR devices from MIT to deliver outstanding interactive experiences.
* Market:Western countries adopt to such new technologies easily and they have a good market potential. We ask help for penetrating into their markets.
- Product / Service Distribution (e.g. expanding client base)
We are only in India who provide free of cost personalized experiential learning even to those students who have very low budget & infrastructure.
We will build our platform as per the feedback gathered from 5000+ students to provide them the best experiential learning at the competitive price.
Making our platform as the inevitable part of a child and revolutionizing the education systems of the countries and develop 21st century skills.
* Quality of Education
* Mental health and well being
* Industry 4.0
* Economic growth
A child of age till 5 is bought a toy to play. The first thing he do with the toy is he play a bit with it and disassemble it. It is because, there is a curiosity of child to know what's happening inside that toy.
But what happens to the child when he grows up? The child is not allowed to explore things because of the fear of getting himself hurt and the expenses involved.
Here, our solution can be a bridge to them for providing a virtual environment where the explorers can explore everything safely and cheaply.
Our core technology is Extended Reality by virtue of which a user can have real life experiences to quench their curiosity.
- A new application of an existing technology
- Virtual Reality / Augmented Reality
- 3. Good Health and Well-being
- 4. Quality Education
- 8. Decent Work and Economic Growth
- 9. Industry, Innovation, and Infrastructure
- India
- India
- United States
- Hybrid of for-profit and nonprofit
India itself is a very much diverse country. In our team, members belong to different ethnicity and there are about 50% females who are always given an equal chance everywhere. For example, our sales head is a female and we have female participants in the marketing and sales also which are considered not good for females in India.