EduBoost
EduBoost – play the science
Due to the worldwide COVID-19 crisis, the whole world had to implement modern technologies into education. What is more concerning is that a lot of childrens will actually never go back to their schools. Educators around the world understand this problem and are actively seeking digital solutions to make their classes more engaging and accessible. EduBoost allows you to turn any topic into an interesting game using easy-to-use drag and drop elements such as custom assignments and classes, quizzes, open-ended tasks, interactive graphics, AR technologies and custom student-created characters. We understand that EduBoost should be a tool available to everyone, regardless of profession, location or wealth, so that we can actively support the sustainable development of education around the world, and the mobile app fits perfectly into this vision. We have tested our initial hypotheses by creating the first MVPs, according to which students are extremely favorable to our approach. Thanks to cooperation with specialists from the Center for Modern Education at Gdansk University of Technology, we can actively test our solution in an environment that is constantly looking for didactic innovations and has a great understanding of the needs of modern education. We believe that the development of education is the foundation of any society, and EduBoost will not only help create better conditions for this, but also make modern teaching tools available to everyone
About the Team
We are two founders who understand that modern education needs constant sustainable development. We have experience in sales, marketing and implementation of modern technological solutions. Our team also includes the director of the Center for Modern Education, thanks to which we are a diverse team with full competence to change the state of modern approaches to learning.
Expectations and needs of the Team
The project is looking for an investor who would enable its implementation in its final form. The funds would be spent on marketing and production of the target application, based on the demo version provided by the team.
Keywords
IT, education