Educational VideoGame to learn about Colombian flora and fauna)

Educational VideoGame to learn about Colombian flora and fauna)

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

The main goal of the project is to create several videogames that can be used by educational establishments to detect and address learning difficultie

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Plot your innovation within the mosaic of solutions
Which of these barriers is the primary focus of your work?

Which of the principles is the primary focus of your work?

If you believe some other barrier or principle should be included in the mosaic, please describe it and how it would affect the positioning of your initiative in the mosaic:

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What is your signature innovation in one sentence?

The main goal of the project is to create several videogames that can be used by educational establishments to detect and address learning difficultie

Describe your innovation. What makes your idea unique and different than others doing work in the field?

Around the world, there are many videogames that can be used for educational purposes, but only a few focus on detecting and addressing learning difficulties. Many games teach Maths, reading and writing and Geography, but often they cannot be used by children who have learning difficulties. The aim of these games is that the teacher, and even the child’s parents, realize whether the kid has any learning difficulty and address the problem in time.

What barriers exist that are creating the problem your innovation is hoping to address/change?

Finding the best way to address learning difficulties is something that worries a lot of people. Every day new children, from all ages and socio-economic strata are discovered to have learning difficulties. For this reason, both parents and teachers are constantly looking for solutions.

Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing.

We address the challenge creating videogames that focus on different problems, such as reading and writing, visual and hearing memory, etc. Every game has different stages, according to the player’s age and capabilities. That is why he or she will not feel frustrated when not being able to solve something from the game: they can always go to a lower level and keep trying to solve the difficulties.
Besides, the games will provide the teacher with certain feedback, showing him or her the amount of mistakes that were made, the time of response and other useful information. The games will also create some interaction with the player and will help him or her in case he or she needs it. The program notices, for example, if the child is taking too long to react, probably because he or she does not understand the instructions, and it will display further instructions on the screen to help the child. Another example of this interaction is the way the main character, if faced with the player’s m

How do you plan to scale your innovation?

The project started with a demo of the game for a center that treats children and teenagers with learning difficulties. We worked with experts from different areas and we decided to challenge a certain problem – reading and writing. After this, we will test the game in the center and we will get measurements to develop further games. Then we will analyze the results and decide which other problems we will address.
We will also show the game to different educational centers and study the needs those institutions have.
At present, we are marketing the above-mentioned demo. We expect that the institutions can use the game to address learning difficulties and take measurements until the end of the year. We are also analyzing the possibily of using the game in what is called OLPC (One Laptop Per Child). Those notebooks will soon be used in public schools all around Uruguay. We would like every public school to have his notebook and be able to provide the children with our game.

Provide one sentence describing your impact.

Help public and private education to reduce the number of students who have learning difficulties (around 10% of the population).

What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation?

This is a developing project, we are still in the initial phase.

How many people have you served directly?

We have no information, yet.

How many people have you served indirectly?

We have no information, yet.

Please list any other measures reflective of the impact of your innovation

We have no information, yet.

What are the main barriers to creating your impact?

One of the main barriers at present is to find a PC to use the videogames. Fortunately, many educational establishments in our country, mainly the private ones, do have one. Another barrier would be the teachers’ training required to use these games and be able to detect the different learning difficulties.

How is your initiative financed?

This first stage is being developed as the project corresponding to the final thesis for our Engineering course of studies. Consequently, most of the funds come from ORT University. We plan to collect funds through National entities or international organizations that are interested in the project.

Provide information on your finances and organization: annual budget, annual revenue, number of staff:

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What is the potential demand for your innovation?

There are about 2,400 public and private primary schools in Uruguay at present. Around 1,300 of them are located in urban areas and 300 of these are private institutions.
It is estimated that 10% of enrolled students in Uruguay (360,000 children from primary schools) have learning difficulties.

What are the main barriers to financial sustainability?

Most private centers will not have any difficulty in obtaining the games.
As regards public centers, fund-raising should be taken into consideration to implement the project since these centers virtually do not have PCs. If the OLPC programme was successful, the project could be put into practice easily.

The Story
What is the origin of this innovation? Tell us your story.

Those who belong to the ORT University Simulation and Games Laboratory (Uruguay) have been analyzing for several years the idea of creating educational videogames. At the end of last year we had the opportunity to develop a game for a pedagogical rehabilitation center that was working in the country.
From that moment on we started to develop the project, adjusting the initial characteristics of the game. Then we designed the proposal and presented it as the final thesis for our Engineering course of studies and a group of students continued to work on the project from then (April) on.

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