Playtime with EduGaming E duGaming has been the most compelling trend in educa5on as of late. Learning is ﬁnally fun. The big boys are catching on with organisa5ons
such as Microso> aiming Kinnect at schools in Africa and Nintendo launching PS games for the classroom in Japan but the real innova5on Is coming from early stage companies shaking up educa5on as we know it.
The jury is s5ll out on the eﬃcacy of EduGaming however the numbers point to a direc5on of travel for educa5on that 5lts in the favour of gaming revolu5onaries. Using games to educate is not a new phenomenon with Lego bricks having been used in the classroom by innova5ve educators from countries across the world. Now with digital ﬁrmly the face of the future. TechEd startups are being watched by educa5on stakeholders and investors alike with great interest due to the enormous market poten5al.
Mangahigh,com is one such startup looking to change the game when it comes to teaching Math in Schools across the UK. <Quote from CIO Mohit Midha> Mangahigh.com rebuts EduGaming cri5cs with impressive results showcasing improvements in wriRen scores of between 11% and 48%. The plaWorm even allows for Intra‐school compe55on across countries. Speaking to educators one can sense a degree of resistance driven not by lack of appe5te but rather lack of funding to pursue such innova5ve tracks.<Quote from Wimbledon High School, London>
One of our favourite startups in the game based learning space is Medikidz. A company founded by Dr Kim Chilman‐Blair and Dr Kate Hersov during their 5me working in pediatrics and recognizing that children o>en lacked compelling ways to Understand many of the medical issues they faced. Using Superhero characters to teach children about serious medical and health related … issues. Certainly not the ﬁrst 5me that cartoons are being used as a medium for educa5on but the approach is novel and engaging and has resulted in the distribu5on of 1m comic books around the world explaining medical issues ranging from HIV, Epilepsy, Scoliosis, Leukemia to Cys5c Fibrosis. At 8.99 a copy that is money well spent on a low technology route to educa5ng a genera5on. Medikidz is also on most social media channels.
Mobile Edtech rather unsurprisingly remains a hot 5cket drawing in the Corporate Venturers as well as early stage Venture Capitalists. Quiz games are the quick ﬁx for ‘commute learning’ and innovators have taken ﬂash cards and quiz based, game‐led learning mobile on to Android and IOS plaWorms. In a clear sign of the poten5al startups have to draw in Foreign Direct Investment we see Benesse, the Japanese educa5on and publishing company playing Corporate Venturer by inves5ng in the Quiz e‐learning app called Quipper together with Globis the Japanese Venture Capital ﬁrm and Atomico (the Venture Capital vehicle led by Niklas Zennstrom of Skype fame). The Series A round raised £2.3m, topping up the earlier seed 6/ round (Atomico had invested an ini5al £400k).