PROGRAM DESIGN CLARITY: We are hungry to know more about what exactly your model consists of. Please succinctly list a) what main activities are you doing with your beneficiaries, b) where you carry out the activities? c) how often? d) for how many hours? e) who delivers the services? and f) any other brief details
For Kindergarten Level:
1. Provide Educational Software – 13 titles ready and present in over 600 educational institutions (private and public).
For School Level:
1. 2 digital manuals are provided, expected to enter the approximately 4022 public schools of the country.
Location and delivery:
1.Our own staff reaches the educational units directly. This is where we provide the EduTeca software. The content is made to run within the institutions on PCs and tablets (IOS, Android) and at the homes of the pupils. A new product is launched every 2-3 months.
INSPIRATION: What do you consider the most important trends or evidence that inspire you to believe the world is ready to Re-imagine Learning? Please elaborate.
The biggest engine behind Re-imagine Learning is the gamification of learning. By leveraging the science used in video games to make them attractive and applying it to educational games we are transforming education into something much more powerful. Education is given now the tool set to fight for the attention of the pupils. Imagine a child sneaking behind his parents backs to play a math game on the tablet.
LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?
Why would a child do something and not something else? It is about the satisfaction given by the activity. By making education „cool” and „fun” you can transform an entire generation of children. Learning does not have to be done anymore alone in a corner with a printed book and a pencil. We can now collaborate and get instant feedback on our actions. Children, we all know, are naturals with tablets and PC. There are too many stimulae in the world that fight for the attention of the „consumers”. Education must also step in and fight.
SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.
- Educational software CDs on national market – 45%
- Educational apps in digital stores - 30%
- Partnerships – 25%
MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?
We are a for profit company. To make the mission a success the project must be able to pull its own weight, to be commercially viable. We intend to bring education again in the front row, popular and attractive. We must prepare the children for the future not for the past. To achieve this, education must be perfectly in tune with technology.
FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?
We are a for-profit company. To make the mission a success the project must be able to pull its own weight, to be commercially viable. We intend to bring education again in the front row, popular and attractive. We must prepare the children for the future not for the past.
PARTNERSHIPS: Tell us about your partnerships that enhance your approach.
-Danone Romania & Sanomahearst Romania nationwide promotion with our educational CDs
-Samsung Electronics – preinstallation of our educational products – kindergarten apps
-CRBL – hugely popular romanian artist to join the strategy for the kindergarten applications, also digitized in one of our products
COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.
Not at this point. We are looking forward.
VISION: If you had unlimited funding, and you could fast forward 15 years to when your program has been able to achieve wild success - what will it have achieved?
The best educational content is the one that is able to keep you to continue to learn it. What we aim at is to transform educational content into something popular, trackable and easly modifiable, on a global scale. As we are an elearning company focused on al segments of elearning we would branch out to other countries and collaborate with the respective national educational ministries.
IMPACT - KEY METRICS: Please list the key data points that you would cite as evidence that you are able to achieve lasting learning outcomes. Please also share one data point for which you most hope to see better results over time
-The European Union has awarded us 1st Place - European Award for Best Content For Kids, Romania Category: Professionals
-We currently reach above 600 kindergartens nationwide with our educational products. The content follows the curriculum and the strict rules set by the National Ministry of Education. Content is available on all important platforms and we expect to distribute our new digital manuals to 8000 public schools.
APPROACHES: Given the complexity of play, it is not surprising that there have been numerous research attempts to categorize the different types and approaches! Please indicate which of the following your project focuses on.
Games with Rules, Educational Structuring (developing playful projects within educational contexts), Challenging Play (play that disrupts - where rules are disregarded and levels of imagination are high).
AFFILIATION: Please specify if your organization has any existing affiliations with the LEGO Group.