Pitches

Selected for grant

The following Pitches, made to Closed Challenges in this Place, have been selected to receive a €30k grant and six months of mentoring to develop their project further.

Izibac digital learning hub

Last edited on 14/04/2018

Ascendia S.A.

for Izibac: learning made fun

Meet IZIBAC. An educational hub for both teachers and kids. The platform is a modern web tool constructed to facilitate easy dissemination of baccalaureate educational content to high school kids.

In search of the highschool we don’t have

Last edited on 15/04/2018

Innovative Project Arena

for Gamification in education

Through the general concept “Scoala pe care nu o ai” (“The school you don’t have”), students will get through a series of individual and team challenges - Hi-Quest - built around the key competencies that will make them better humans and which are not taught in highschool.


Submitted pitches

Entrepreneurs and social innovators recently submitted the following Pitches for these Challenges

Challenge: Promoting Design Thinking in Education

Design Thinking in Education

Last edited on 29/05/2018

la salle

Submitted to Promoting Design Thinking in Education

We have provided a solution to the challenge

Promoting Change Architects in Social Media

Last edited on 13/07/2018

Sunshine Digital Communication

Submitted to Promoting Design Thinking in Education

We aim at generating awareness for the Change Architects program in the Social Media, by targeting the people that can make a difference and help spreading the core values of the program, and also increase the number of final beneficiaries - the children.

“We can” – a co-created marketing solution

Last edited on 15/07/2018

Design Thinking Society

Submitted to Promoting Design Thinking in Education

We will use co-creation and human-centered design to develop a marketing solution to reach 1,500 new teachers for the Change Architects program and inspire existing ones. We envision a mechanism that reinforces itself through content generation and by attracting additional support for future campaigns. We also aim at building a community of teachers to serve as an engine for growth and marketing

HoloLearn - Live your study!

Last edited on 15/07/2018

Intellia ICT

Submitted to Promoting Design Thinking in Education

HoloLearn bridges the gap between the virtual and physical worlds, by changing the way educators and students see, imagine, live and learn about the world around us. It is an augmented reality (AR) application and platform enabling students and teachers to build dynamic AR educational scenarios and visualize 3D models in the real environment, in real time, and at scale.

Minecraft in Schools

Last edited on 15/07/2018

Three Cubes

Submitted to Promoting Design Thinking in Education

Minecraft is the most popular game among schoolchildren. Minecraft Education Edition provides all the tools for a new and engaging way to teach in the classroom. The sandbox setting of the game allows for various different approaches and subjects to be taught. The game environment fosters collaboration, resource management and creative problem-solving skills.

Sterigma 5E-ducational Model

Last edited on 15/07/2018

Sterigma LTD

Submitted to Promoting Design Thinking in Education

Sterigma 5E-ducational Model is a software-supported teaching method that uses questions to prepare tomorrow’s workforce with 21st century skills—technology literacy,problem solving, creativity and collaboration.


Other pitches

While these Pitches, submitted to various Closed Challenges in this Place, were not selected for further development, they are all worth a look.

Challenged-Based Learning

Last edited on 03/04/2018

Kuorum.org

Submitted to Gamification in education

We will apply challenge-based learning strategies in 10 Romanian high schools to help their students become kind and fair adults.

Change Architects

Last edited on 29/03/2018

All Grow

Submitted to Gamification in education

Change Architects is an educational program using a design thinking methodology developed by DESIGN FOR CHANGE, an organization working in over 65 countries and founded by Ashoka fellow Kiran Bir Sethi, selected among top 10 teachers in the world.

E-learning Ecosystem

Last edited on 14/04/2018

Cybertech SRL

Submitted to Izibac: learning made fun

Building an online eLearning platform that will alleviate the problems with high school education in Romania by leveraging the power of online communities to deliver powerful, engaging courses in a format that will keep students interested to follow through with the learning process and improve their grades for the Bacalaureat, the high school finishing exam in Romania

EscapeHate

Last edited on 13/04/2018

Polycular

Submitted to Gamification in education

Experience immersive empathy

Teachat

Last edited on 14/04/2018

Teachat srl

Submitted to Izibac: learning made fun

Teachat is the web-mobile platform and app that deeply transforms the way of studying, making it more enjoyable, entertaining and innovative. Students in troubles can use the app to ask for help to other students or directly to tutors and start a chat lesson in the app. Students who helps will then receive a score and a feedback about the training session: this will leads to rewards.

ThisBox - Thinking Skills Gamebox

Last edited on 15/04/2018

Icebreaker

Submitted to Gamification in education

ThisBox is a box with games with challenges that can be solved with different thinking skills. The game players are doing "brain fitness" for better thinking skills: creative & critical thinking, systems thinking, deductive & inductive logic, understand fallacies & cognitive biases, decision making, persuasion & argumentation and problem solving - many of these are 21st century must haves!

iziBAC - Play to Learn

Last edited on 15/04/2018

Effio Solutions SRL

Submitted to Izibac: learning made fun

iziBAC - Play to Learn is a mix between a mobile game and an educational app. The vision is to transform the entire learning process of the Baccalaureate Exam into a fun, gamified one.

Online educational video platform

Last edited on 15/04/2018

isac/volani

Submitted to Izibac: learning made fun

Creating a dynamic online video content platform, based on the school curriculum for the Romanian baccalaureate exam.

Teachat

Last edited on 15/04/2018

Teachat srl

Submitted to Support the teacher

Teachat is the platform that revolutionizes the way to study making it more effective and stimulating but above all more innovative. Students in difficulty can ask for help from teachers or tutors of school rehearsals and start a real lesson via chat. Teachers can be connected to each other in a special section and measure improvements on the students' study method through personalized tests.

Video-board games, a new way of making community

Last edited on 15/04/2018

Fly Games

Submitted to A board game for community development

Our solution consists on a new concept of game we have called video-board game: it consists of a board game that is played in combination with an app-based videogame. Plus, our solution provides a video-game maker, that allows to design a complete new game using some types of challenges the maker provides. Or just remake the existing game with new questions, contents and challenges.

Gamification through video-board games

Last edited on 15/04/2018

Fly Games

Submitted to Gamification in education

In Fly Games we develop games and video games to spread social and emotional intelligence, ethical values, and critical thinking, through the best possible way: gamification. Because in order to change old habits, people have to go through a reflection process carried out in a voluntary way, naturally, and while they are having fun: entering a fantasy storyline where anything is possible.

'Games & MOOCs', a gamified social network

Last edited on 15/04/2018

Fly Games

Submitted to Izibac: learning made fun

The education of the future will be based upon gamification. Will be funny, motivating, and work the abilities students need nowadays: social and emotional abilities, responsibility, creativity and ethical values. But we also think that the new methodology has to be build by all the educative community, professionals, teachers and students. Through a non-profit social network that is a also game

SOCIALL. A board game for social change.

Last edited on 15/04/2018

FFFF

Submitted to A board game for community development

We will design – research, prototype, test – implement and scale a social board game that can create the context for young citizens from communities at risk to innovate and get involved more.

HoloLearn - Live your study!

Last edited on 19/04/2018

Intellia ICT

Submitted to Izibac: learning made fun

HoloLearn is an adaptable augmented reality platform that plans to improve the learning experience of students by providing them with advanced rich-media content. The platform consists of a mobile application for tablets and smartphones and a web administration portal that allows the instructors to create dynamic educational scenarios and upload 3D and multimedia content.

Omletă

Last edited on 15/04/2018

Soleek Lab

Submitted to Gamification in education

A platform (mobile app) which offers both online and offline services. Online: You can consume diverse content and possibly comment/debate your thoughts. Offline: You can meet a group of people to socialize while doing a predetermined set of activates possibly led by a facilitator.

Coda Quest

Last edited on 16/04/2018

Sterigma LTD

Submitted to Gamification in education

We are aiming to help young people to achieve key competencies, a combination of knowledge, skills and attitudes which facilitate the application of knowledge to real world contexts, through an immersive educational 3D online game called Coda Quest.

Design Thinking in Education

Last edited on 29/05/2018

la salle

Submitted to Promoting Design Thinking in Education

We have provided a solution to the challenge

Promoting Change Architects in Social Media

Last edited on 13/07/2018

Sunshine Digital Communication

Submitted to Promoting Design Thinking in Education

We aim at generating awareness for the Change Architects program in the Social Media, by targeting the people that can make a difference and help spreading the core values of the program, and also increase the number of final beneficiaries - the children.

“We can” – a co-created marketing solution

Last edited on 15/07/2018

Design Thinking Society

Submitted to Promoting Design Thinking in Education

We will use co-creation and human-centered design to develop a marketing solution to reach 1,500 new teachers for the Change Architects program and inspire existing ones. We envision a mechanism that reinforces itself through content generation and by attracting additional support for future campaigns. We also aim at building a community of teachers to serve as an engine for growth and marketing

HoloLearn - Live your study!

Last edited on 15/07/2018

Intellia ICT

Submitted to Promoting Design Thinking in Education

HoloLearn bridges the gap between the virtual and physical worlds, by changing the way educators and students see, imagine, live and learn about the world around us. It is an augmented reality (AR) application and platform enabling students and teachers to build dynamic AR educational scenarios and visualize 3D models in the real environment, in real time, and at scale.

Minecraft in Schools

Last edited on 15/07/2018

Three Cubes

Submitted to Promoting Design Thinking in Education

Minecraft is the most popular game among schoolchildren. Minecraft Education Edition provides all the tools for a new and engaging way to teach in the classroom. The sandbox setting of the game allows for various different approaches and subjects to be taught. The game environment fosters collaboration, resource management and creative problem-solving skills.

Sterigma 5E-ducational Model

Last edited on 15/07/2018

Sterigma LTD

Submitted to Promoting Design Thinking in Education

Sterigma 5E-ducational Model is a software-supported teaching method that uses questions to prepare tomorrow’s workforce with 21st century skills—technology literacy,problem solving, creativity and collaboration.