Learning Kinds
During the pandemic, a series of educational changes were presented that led to the beginning of certain deficits in educational items such as literacy in primary school children from 1st to 3rd grade
with the competences related to literacy in children from first to third grade due to the virtual attendance modality in the official schools of Valle del Cauca
The pandemic and the beginning of a virtual modality was one of the main causes of this educational deficit in children who are starting their learning in literacy.
Another background is the technological gap that occurred in teachers and the difficulty of adapting to technological means.
video game to promote the strengthening of literacy skills in children from first to third grade of primary school in official educational institutions, including a fictional story with gamification elements:
It will be aligned with the national curriculum, including vowels, consonants, monosyllables, polysyllables, words and sentences.
Our solution serves primary school children, the impact is in the reinforcement of reading and writing skills which are transversal for the development of any other knowledge.
Our team has a select group of engineers from the areas of multimedia, electronics and design, this makes us a multidisciplinary group that has different tools to focus on the solution of the problem, all with the common area of engineering for the resolution and analysis of problems.
- Support timely and manageable assessments to help under-resourced communities better plan, monitor, and evaluate learning
- Concept
It is a great opportunity for our project to be known, as well as allowing our idea to be implemented in different contexts and places
- Business model (e.g. product-market fit, strategy & development)
Our solution generates impact on children in Colombia, has gamification objects in a student environment oriented to study, this in order to encourage our target audience to the constant use of the application, their stories are based on regional tales, and takes into account the tablets offered to official institutions by the government.
The objective is that with the reinforcement of reading and writing skills that are transversal to any knowledge aptitude, the future youth and adults of Colombia will be more prepared and will be able to assimilate their studies in a better way.
Our impact goal is an observable improvement on the third and fifth grade knowledge tests of the students who received our project, because these tests are based on very good reading comprehension since, as we mentioned before, these competencies are transversal.
Our impact goal is an observable improvement on the third and fifth grade knowledge tests of the students who received our project, because these tests are based on very good reading comprehension since, as we mentioned before, these competencies are transversal.
Our solution will generate impact by improving reading and writing skills in children, our goal is to make the platform attractive to children and to complement the use of it with classroom activities, in order to generate interest in learning. By improving the level of these skills we will have better professionals in the future
Our core technology for our solution is based on application
- A new application of an existing technology
- Software and Mobile Applications
- 4. Quality Education
- Colombia
- Colombia
- Not registered as any organization
- Individual consumers or stakeholders (B2C)
Our plan is primarily supported financially through crowdfunding platforms and by selling service contracts to the government to realize a merger that truly provides a business case for the tools delivered in the Tita program's Digital Education for All project.
Our business is created mainly as a funding mechanism to support social activities
Our service model is based on free for service, Selling social services directly to Membership organizations.
Our plan will be maintained financially through renewals with the corresponding entities and the sale of information in a free manner such as school leveling statistics for action plans and the sale of marketing products related to the stories developed.