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Reading: Indian EdTech Startup Using Gamification Elements to Engage School Students Online
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Home > Trend & Insight > Trends > Indian EdTech Startup Using Gamification Elements to Engage School Students Online
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Indian EdTech Startup Using Gamification Elements to Engage School Students Online

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Editorial Team Published May 22, 2015
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Indian Edtech Startup Using Gamification Elements to Engage School Students Online
Indian EdTech Startup Using Gamification Elements to Engage School Students Online
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In the midst of edtech startups launching at an increasing pace from all across the globe, an edtech startup from India, Fundamentor wants to be THE innovative web application which enhances the life skills and cognitive aptitude of school students using its core of technology, analytics and gamification elements.

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Founder Amol Patkar says “A typical school environment equips students with a number of critical skill sets.

  • Foundation for higher learning
  • Conceptual knowledge across subject streams
  • Working in a competitive environment
  • Creating interest in non-scholastic activities

But long term success in career requires additional skills like leadership, communication, effective decision making, problem solving , creativity and collaboration beyond academic success.”

The team explains through an engaging video that academic performances do not explain these skills, competitive examinations which test quantitative aptitude, data interpretation, verbal aptitude, analytical reasoning, are common. Competitive examinations are a surrogate to testing critical skillsets needed for success. By the time students reach the end of college, they realize they lack the skillsets to face competitive exams and are affected by severe competitive pressure. Research suggests it is hard to build up these skills beyond 20 years of age. The alternative is a structured program that equips students with the right skills at the right age.

Fundamentor claims that it uses a unique proprietary QVIC score model and an innovative web based application using technology, analytics and gamification to assess and develop a student’s aptitude which leads to enhancing of his/her life skills such as Problem Solving, Effective decision making, Communication and Creativity.

Fundamentor undertakes to develop the following four skills through its program:

  1. Quantitative aptitude
  2. Verbal reasoning
  3. Data inference
  4. Creative thinking

Some of the features we would like to highlight are:

150+Modules for each age group: 168 Modules on 28 Topics. There are 7 topics each on  Quantitative Aptitude, Verbal Reasoning, Data Inference and Creative Thinking

QVIC Quizzes: Four propriety QVIC quizzes will benchmark students in terms of their Quantitative, Verbal Reasoning, Data Inference and Creative Thinking skills

Gamification: Using a gamified platform which makes engagement fun for students; thus making the learning and development more effective. The product will have points, badges, levels as well as social interaction built into the platform.

Analytics:  Custom analytics reports can be used for assessment and development feedback available for students, parents and institutes. These provide a personalized program by identifying areas of strength and areas of improvement specific to each student.

Non-disruptive to school schedule: The modules are available on mobile, tablet and desktop. Recommended usage is 15 minutes a day, 4 times a week

Educational Games: Interactive games incorporated in the program provide practice and fun.

We found the user experience catchy and easy from a students’s perspective. But why don’t you login and try it with your students to comment on how promising future does this startup have? We are sure the company and its team is ready and curious to hear both sides of the feedback.

TAGGED: Adaptive Learning, Administrators, E-Learning, Gamification, K-12, Learning Analytics, Online Education, Parents, Students, Technology in Education, Tools for Administrators, Tools for Parents, Tools for Students
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