Baugarten
- Germany
- For-profit, including B-Corp or similar models
"Why do I need to learn this?" is the question many math teachers hear before a kid disengages from math. Typically this happens when math gets abstract around 6th grade (depending on curriculum).
This affects disproportionately groups with few STEM graduates as role models. If members of your family, community, or social circle have STEM degrees, this question does not arise as easily in your mind.
This contributes to the fact that in the OECD over 50% of college students are women, but they represent only 30% of STEM graduates. Underrepresented minorities represent 39% of the U.S. population but make up only 24% of the STEM workforce and the US performs better than other countries.
A global decline in math education outcomes, accelerated by COVID, will not facilitate an increase in STEM graduates from underserved communities. It will affect the lifelong earnings of struggling students and hit poor countries the hardest.
The latest PISA study of educational achievements across OECD countries showed that math scores are at the lowest level ever tested and declined faster than other subjects. This comes at great cost to individuals and entire economies. In the US, all of the 20 highest-earning majors are STEM. Economists estimate that such a significant math gap will mean diminished lifetime earnings for this generation (The Economist Dec. 6, 2023).
An average decline in math performance hits struggling students the hardest. The difference between a slightly better or worse grade for good students, affects their earnings minimally. But for someone who just about failed to graduate, their income will decline on average by 50% compared to degree-holders in OECD countries. Again, this also holds true for less developed countries.
Poorer countries were similarly affected by school closures but have less budget to remedy the situation. The US added one quarter of its annual budget to help schools catch up, poor countries don't have that fiscal power.
Except for very few countries that have come out with stronger math skills from the pandemic (Taiwan, Japan, Singapore, South Korea), there is an entire generation of kids that has to cope with a period of inadequate math education. And at least for the OECD countries, the trend in math was negative before COVID, so something more fundamental is broken in the way we teach math today.
Is our way of teaching math still reaching all of our children?
https://vimeo.com/938211930?share=copyhttps://vimeo.com/938211930?sh...We develop a math learning game that is very different from existing solutions. Our game is focused on emotions.
Baugarten is the world-building game for STEM. While playing, you discover that math & science formulas are tools that help you manage your resources, manage your economy, and build farms, houses, zeppelins, steamships, and windmills. Baugarten creates an emotional connection for the player to discover for themselves that STEM methods are tools.
As any teacher will tell you, developing students’ desire to learn is a crucial step in the learning process. Academics call this Utility value. It simply means that students need to understand the use of an academic topic as a tool to help with their own goals. Studies indicate that this utility-value leads to interest and achievement.
Baugarten creates interest. We weave math into a world-building game. A genre that includes blockbusters like Sid Meier’s Civilization or Sim City. In Baugarten, you build your own empire in a steampunk world full of nature far in the future. Like other games of the genre, Baugarten does not require using math /science.
Applying STEM formulas will, however, get you ahead faster, making you experience their utility. Building on the ideas of Nir Eyal, author of Hooked, we design incentives within the game whereby the player, while autonomous, has an incentive to pick up math/science formulas as tools to build.
Unlike existing math games, our goal is not to teach a curriculum. Our objective is emotional and motivational: give players a meaningful, visual and autonomous engagement with math & science, whereby they discover for themselves the power of STEM.
A big part of our philosophy, inspired by the educator Georg Polya, is guessing. Take the farm in Baugarten. You don’t need to calculate the exact number of seeds to plant your field. You can always guess, but the resulting inefficiencies will be highly visual and pile up.
To make our game, we leverage to the fullest, what modern games technology has on offer as well as using best-practice in terms of ways of working when developing technology, e.g. rapid iteration prototyping and play-testing. It is our believe that kids deserve a learning game that has the feel of a real video game and not something based on old technology with a curriculum shoed into it.
The video below provides more extensive gameplay footage than our shortened pitch video: https://vimeo.com/938211930?share=copy
Our core demography is pre-teens and teenagers who learn Algebra and Geometry and ask themselves: “Why do I need to learn these abstractions?” Many disconnect as a result. In Baugarten, they experience "the why".
Baugarten has the ambition to change how a player feels about math and science. For some kids, sitting in a class with a teacher writing equations on a blackboard does the trick. For most, it does not. And as data suggests, less and less so.
We know that culturally relevant pedagogies work as a method - e.g. if a kid grows up on a farm, using math exercises that are relevant to farming lead to better math outcomes. Pre-teens and teenagers play a lot of video games (2.6h/day on average in the US). And they love building and crafting in these games, as the success of Minecraft and City-builders illustrates. Building and crafting can be meaningfully connected to STEM. If a child goes to see their parents, a teacher, or another pupil to ask for advice on how to solve a math problem to optimise a production in Baugarten - we have achieved our goal of self-motivating a child to seek STEM knowledge.
By self-motivating kids, to seek out STEM knowledge, we fundamentally change how they see themselves. Something particularly important in a context where a player demography may lack STEM role models.
We aim to make Baugarten highly inclusive
Our game design allows for multiple pathways to success, where the use of STEM is a powerful tool but not a strict requirement. This approach caters to different initial levels of interest in STEM, making the game inclusive for a heterogeneously skilled audience.
Our editor, which allows educators to link their own math /science formulas to custom buildings and units, makes our tool adaptable to special learner populations and highly ‘moddable.’
Children disengaged from school due to poor performance particularly benefit from utility-value interventions that show them why they learn.
We also expect great results with kids with ADHD who typically engage very well with games. ADHD being under-diagnosed in minority communities, a solution for this group, without explicit focus on them, is particularly powerful.
And we know that our target communities are searching for solutions. Google searches for the term "math game" are at a tremendous 2 million per month (in English alone). The results are predominantly quizzes that force repetitive calculations but do not self-motivate kids to learn STEM.
We are all gamers, who have all experienced how having or not having STEM skills can open or close doors. Some of us have learned the hard way that it is advantageous to be excited by STEM early in life.
Henry van Wagenberg, a co-founder of Baugarten, struggled with math in high-school. He is the poster-child for a kid that did not see the point in math and science and therefore did not invest any effort into it, while still being otherwise a dedicated student. Later in life, when he taught himself how to code, he taught himself math and science - when he saw the point in it.
Similarly, Sam did not see the point of math and science until later in life. Getting an MSC in Computer Science after having been enrolled in an MA in Philosophy.
Our game-artist Amelia did not enjoy math in school. She had to take a year twice because she failed math. Being only 22 years old, that memory is fresh and she keeps on telling us how much our game would have helped her.
The exceptions in this regard are Owen and Alex. Alex's grand-parents came as refugees to Germany and his father's good grades in math allowed him to earn a university degree, he would not have had access to otherwise. His dad then dedicated his career to teaching math in high-school. Alex took over the baton earning his first money tutoring younger kids from his school in math.
Similarly, Owen's dad is a university professor in a STEM field. Gifted at math, Owen studied physics and tutored students in maths. Both Alex and Owen know first hand, that it is primarily a question of being motivated and knowing why you need to learn something. When you know why you learn something, the rest will fall into place.
There is only one way to make a good video game: test and iterate. And this is what we are doing with as diverse a community of players as possible. As it stands, we have tests lined up with schools in rural and city environments in the US and Europe, schools with a science and without a science focus. Additionally, we will be testing our game with indigenous Americans together with Rose Bigheart O'Leary, a PhD. Student in Informatics at UCI.
Alex, who worked six years in economic development in Africa, is looking for partners to test our game with communties in poorer countries as well.
- Ensure that all children are learning in good educational environments, particularly those affected by poverty or displacement.
- 4. Quality Education
- 10. Reduced Inequalities
- Prototype
We have a prototype that we have started testing with a diverse set of players. After each test we improve the game. We have concluded 5 of such cycles. In total, there have been ca. 40 play-testers.
We expect from our application two major benefits: an immediate benefit in terms of product development and a medium term (but no less important) benefit regarding dissemination/distribution.
The immediate benefit that your diverse network provides is access to a diverse set of play-testers for our prototype. The secret to making a good game is testing and iterating it. If you want to make a game that appeals to a wide and inclusive demographic, you need to ensure that your play-testers stem from a diverse group. Our team has a strong back-ground in game-making and building start-ups but we are not strongly networked in the education community yet. With your help, we expect to expand our network and find partners at a global scale, who would be interested in having their diverse students play our game.
As our product gets close to a release, we need to have distribution channels ready. A lot of EdTech tools never get widely used because distribution is an afterthought. Although we only have a prototype, we are already signing partnership agreements with EdTech companies in our limited network, to help us eventually distribute our game. We would love to leverage the platform you provide, to build these distribution partnerships globally with many more education providers.
Auxiliary benefits would include:
- access to leadership coaching: we have a strong set of advisors, including Sid Meier, one of the godfathers of video games, but we are very keen to hear from experts in distribution, marketing, product-market fit and design
- in monitoring and evaluation, we also have great existing partnerships, including David Gagnon's field day lab and we are teaming up with Shari Metcalf from Harvard to conduct efficacy studies. We still expect you to provide us with deep expertise and guidance in this regard
- Business Model (e.g. product-market fit, strategy & development)
- Product / Service Distribution (e.g. delivery, logistics, expanding client base)
- Public Relations (e.g. branding/marketing strategy, social and global media)
- Technology (e.g. software or hardware, web development/design)

CEO