SaaS-enabled Augmented-Reality App To Eliminate Mathematical Anxiety for Children
I have created products that help children love maths, make maths fun and less daunting for kids and their parents using EdTech, play-learning, maths gamification and creative, innovative teaching methodologies to increase confidence, fluency, critical, analytical, creative thinking and eradicating mathematical anxiety. With the success of my flagship maths board game (positive child development increase results proven by University of Greenwich in 2022), I have previously established a multiple award-winning physical products brand. I am now ready to digitise this award-winning game into a fully-fledged Augmented-Reality/AI App, in a new venture.
Who might use it/where it might be used?:
Parents and children aged 4 to 18 years will use our products globally at home and teachers and schools will use them for their students. Governments and tutors will also use our products to help children improve their maths skills, increase confidence and eliminate mathematical anxiety. The Children Entertainment Industry will use our products for educational entertainment.
The Market (B2B, B2C or Both):
Sector the idea belongs to:
Is there a similar idea to be found?:
There are a number of digital maths games out there, but our competitor research shows that none of them are full games proven and linked to the Curriculum. We have carried out research and we have not found any standalone, full game that has an Augmented-Reality/Artificial Intelligence digital game version.
Why you think there is a demand for your idea?:
Too many children: 1. Hate Maths, don't believe they can get good at it, or find it a boring chore. 2. Don't see the point/cannot relate maths to real life. 3. Do not have truly effective, creative, fun methods of doing maths. - Often leading on to low self-esteem, low self-confidence and maths anxiety, which can affect their life and future. - Many parents are terrified of maths themselves and don't know how to help their children. - Half the adults in UK have numeracy levels of an 11-yr old; problem costing UK economy £20 B/yr. USA $1 Trillion. With COVID, the problem is bigger. The Education attainment gap for kids is now wider, with many falling behind in maths and having a need to catch up.
Who would be the ideal customers?:
Our customers will be B2C, B2B and B2B2C: - Parents of children aged 4 to 18 years. - Educational Publishers - Toy and Game Distributors - Schools - Tuition and EdTech Companies - Partnerships with Entertainment companies such as Disney to license characters - Governments’ Education Departments
What ideas do you have to reach these customers?:
Our successful board game previously created will be used as an entry point to open up the app ecosystem. We will also target people to come straight to the app. We plan to pitch commercialising our app through an existing educational publisher partner who already publish 25 million+ of their own textbooks in the Middle East yearly and through global school partnerships, tuition companies, kids entertainment companies’ partnerships and character licensing. We will use Social Media advertising and sales funnels to target customers and also convert them into customers.
How far have you developed this idea?:
Have developed an MVP of this idea, an AR App, and tested in a school, with 2 teachers and with 35 children altogether. The physical version of this game is proven and has sold in its thousands. Have also spoken to a licensee in the Middle East - who publish 25 million textbooks per year. They are very interested. A Dubai educational Tech distributor also indicated interested. Commissioned a University Research on the original physical game version which has just been completed and conclusions being drawn.
What – if any – feedback have you had for this idea so far?:
-Ratings of 4 and 5 (out of rating 1-5) from all the children in the classroom we tested with. -The physical version of the game has been researched by University of Greenwich (main researcher is a Professor of Mathematics Education, NCETM & HEA Senior Fellow): to research the link between our physical game and the 3 key aims of the National Curriculum to assess if it helps children develop maths fluency, reasoning and problem-solving skills. The results are just in and shows promising data. The research will be published this autumn.
What supporting material – if any - would you like to add to your proposal?:
A subscription-based Augmented-Reality App, will combine the physical and digital world, and make maths enjoyable through games and tournaments playable globally for children 4 -13 years, using Artificial Intelligence to detect weaknesses in maths skills and help with measured-progress. Our ground-breaking App: Accessible to students with learning disabilities and other needs; inclusive. The functionality/design incorporates higher emotional factors and motivates children to do maths via stress-free, creative, fun and stimulating methods, increasing confidence, skills and solving maths anxiety issues. -The app has huge potential. 1 million+ downloads potential based on comparables. -Global Solution – numerous countries have a HUGE maths problem.
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