Logo :
Project owner's name :
Mrs Serumola Evanah
Mrs Serumola Evanah
Country of deployment for the project :
Botswana
Botswana
Sector :
Education
Education
What problem does your company want to solve? :
EduSmart tackles low interest in STEM subjects for ages 13-18 with hardwired board games, making learning engaging and interactive for better student outcomes.
EduSmart tackles low interest in STEM subjects for ages 13-18 with hardwired board games, making learning engaging and interactive for better student outcomes.
What solution does your company provide? :
EduSmart offers hardwired STEM board games that make learning interactive and engaging for ages 13-18. This approach boosts comprehension and fosters passion for STEM subjects.
EduSmart offers hardwired STEM board games that make learning interactive and engaging for ages 13-18. This approach boosts comprehension and fosters passion for STEM subjects.
Describe your project :
EduSmart's project focuses on transforming STEM education for learners aged 13-18 through the development and sale of hardwired, curriculum-based STEM board games. These innovative games offer an engaging, hands-on approach to learning that aligns with educational standards. By incorporating interactive elements and real-world applications, EduSmart's games make STEM subjects more accessible and enjoyable for students. The project addresses the challenge of low interest and performance in STEM subjects by offering a modern, immersive experience that captures students' attention and fosters a genuine passion for science, technology, engineering, and mathematics. By bridging the gap between traditional teaching methods and today's tech-savvy learners, EduSmart aims to enhance students' comprehension and academic success in these critical fields. EduSmart's target market includes students, parents, and schools in Sub-Saharan Africa, a region with significant demand for quality educational resources. The company has achieved initial success, selling over 200 games and establishing partnerships with major educational institutions. With plans to expand its product line and reach more customers, EduSmart is poised for continued growth and impact in the educational sector.
EduSmart's project focuses on transforming STEM education for learners aged 13-18 through the development and sale of hardwired, curriculum-based STEM board games. These innovative games offer an engaging, hands-on approach to learning that aligns with educational standards. By incorporating interactive elements and real-world applications, EduSmart's games make STEM subjects more accessible and enjoyable for students. The project addresses the challenge of low interest and performance in STEM subjects by offering a modern, immersive experience that captures students' attention and fosters a genuine passion for science, technology, engineering, and mathematics. By bridging the gap between traditional teaching methods and today's tech-savvy learners, EduSmart aims to enhance students' comprehension and academic success in these critical fields. EduSmart's target market includes students, parents, and schools in Sub-Saharan Africa, a region with significant demand for quality educational resources. The company has achieved initial success, selling over 200 games and establishing partnerships with major educational institutions. With plans to expand its product line and reach more customers, EduSmart is poised for continued growth and impact in the educational sector.