To build education gamification tools to achieve better student engagement.
Educators view student engagement as fundamental for learning new skills. With remote learning, they report less student engagement and less participation in learning. Teachers expressed that the lack of clear expectations and accountability around remote learning from their districts partially contributes to low student engagement.
Teachers acknowledge that not all students can access the technology and connectivity needed for powerful digital learning. However, even with the appropriate technology, not every student logs online to learn. Teachers report that students are not as engaged in remote learning because much of it is “void of social interactions” or opportunities for peer learning. Many students are bored and uninterested in the content of planned activities.
Our solution is a story-based education gamification tool delivered as SaaS.
31 EdTech is a SaaS gamification tool that has an appeal to majority of K-12 teachers and students in North America.
31 EdTech is developing a Story-based gamification tool
Based on student playing behavior data to determine the student’s learning progress, and predict the performance of the student
- Our core technology is a well-trained machine-learning model to recognize video objects in educational videos
- 31 EdTech’s Automated Machine Learning Video Intelligence is a supervised learning process. We will incentivize our users and organize our teams to train, test, and validate the machine-learning model with example videos that are already labeled. With a trained model focused on educational videos, we can input new videos, and the model will output video segments with labels and provide accurate recommendations.
- API integration with major video platforms and with major learning management systems (LMS)
- Zoom / Youtube / Vimeo / Google Classroom
31 EdTech has the advantage of testing prototypes with teachers working with multiple education companies in Canada. The prototype has received positive feedback.
31 EdTech is the combination of an education gamification tool, and an education materal marketplace.
Our product includes two parts: the gamification tool that allows teachers to create single-lesson-sized escape room games, adventure games, and the marketplace. Players can also use the gamification tool outside the classroom to create recreational escape rooms and adventures. The gamification tool uses a freemium subscription model (most functions are accessible, and a pro account requires a monthly subscription fee of approx CAD $8 per month). A premium account allows users to access the library of embedded educational resources that can seamlessly match the games library, use specialty skins in games, and further customize the games.The teacher’s account is always free, with all the premium functions available based on verifying the teacher's identity. The gamification tool will have built-in virality elements, such as allowing teachers to invite other teachers and students into the same game and allowing anyone to design their adventure and escape room games and invite friends to play.
Other sources of revenue streams:
Online marketplace: Once we have achieved 1000 teacher users, we will establish an online marketplace, which will be focused on ready-to-use sets of questions to match stories in the gamification tool, as well as on short instructional videos focusing on specific knowledge points. The online marketplace’s business model will charge an x% Commission fee for each transaction. Furthermore, in the future, 31 EdTech will create an additional revenue stream from the online marketplace, which is selling our proprietary teaching resources and videos.
“Vimeo” style video storage: freemium model. Teachers and students will be able to store their educational videos online.
When calculating the customer acquisition costs, we focused on the freemium subscription product, which counts for most of the revenue. Customer acquisition will be made with a three-pronged approach. The first step is to design virality features into the product itself. The gamification tool is designed to be versatile. It can be used outside the classroom as a stand-a DIY game, allowing users to assemble their own adventures or escape rooms. The DIY games' links can be easily embedded into Facebook as a shareable post. There will also be pre-defined escape rooms and mysteries, where players can share their records and badges on social media. The second step is to provide teachers with lesson-planning materials to use with the gamification tool, to help teachers become more willing to try the product. We will place the free lesson plans in channels where most teachers search for their lesson plans; examples include Teachers Pay Teachers, Pinterest, and the Facebook page “We are teachers.” Step three of customer acquisition will be paid advertising, with online influencers, teachers’ conventions in significant cities, teachers’ magazines, and other online ranking websites that list educational tools.
Being the affiliate company with a Canadian online school and a private kindergarten helps provide insights and user feedback.