On Friday Open Education Challenge announced the 20 edtech startups that are invited to a workshop and pitch competition in Barcelona. The event takes place from July 11th to 15th and will end with the selection of the 10 teams that will be invited to join the incubator.
The 20 finalists have been selected out of 611 applications from 74 countries. The European Incubator for Innovation in Education will last 12 weeks, and the teams will visit five European cities, namely Barcelona, Paris, London, Berlin and Helsinki, where they will be taken care of by the respective Challenge partners.
Each startup will receive up to €20.000 seed investment in exchange for 6% equity on average. For more information about the program, we invite you to read our overview from earlier this year.
Atta is the 1st social network for learning that includes an automated personal tutor and focuses on analysing users’ interactions in order to provide stimulating instructions. Learning with Atta is fun; students cooperate, win rewards, and solve challenges so that they can improve academic results & reduce school dropout.
Backseat Travelers (Netherlands)
Backseat travelers is an app that allows children to play games and learn more about France, its culture and the French language while sitting in the backseat of the car. All regions they pass by car are covered by location-based games, which will help prepare them for their stay abroad.
Booksbox offers students a digital platform, which is a virtual library of academic e-books and e-textbooks. They can access thousands of books in exchange for a monthly subscription (Free/Unlimited/Premium). Booksbox has a native application for Windows and is currently working on iOS & Android applications.
CloudMatch wants to create new kinds of Group Learning activities using mobile apps enhanced by its technology, which enables an intuitive and fast interaction between devices. Leveraging the interactivity of mobile devices and human interaction will provide the most engaging learning experience.
Cubes Coding (Greece)
Cubes Coding aims to create a technology ecosystem to help young children and novices learn the programming logic. Cubes Coding has built two prototypes, one tangible for children aged 3-9 and one graphical for children 8-14 years old. The designs support different age groups and learning styles via a combination of interfaces.
Domoscio proposes to innovate in how people study and revise to acquire knowledge. Domoscio’s solution allows people to learn faster and remember longer. By analyzing the responses and progress of each user, Domoscio’s adaptive algorithm organizes, optimizes and saves time in revisions.
Edukarma Apps (Denmark)
EduKarma is an educational network that creates more transparency in the educational system. Students are encouraged to share experiences and knowledge through a peer-to-peer platform which makes it fun and easy to connect and communicate across the educational system.
Ellumia is a mobile learning app that puts effective, personalised, and social education in the hands of any adult in the world. Students learn with the help and guidance of knowledgeable peers, follow their own path, on their own schedule, and learn the specific things they most need to learn.
FunBrush already developed an early stage prototype of an interactive toothbrush. FunBrush is a device that acts like virtual mirror to teach children the correct way of brushing, changing this routine into a fun and healthy game that shows brushing as something good and positive to prevent tooth decay.
GroupMOOC is aggregator app which builds a course plan with workload and key event information and allows creation of study groups. For organisations it’s a Learning Management System (LMS) where course libraries can be defined from MOOCs and internal courses for CPD, recruitment and sales purposes.
Klap uses Artificial Intelligence to analyze real-time performance data from multiple educative sources (e-learning platforms, apps, video repositories, etc.) to improve the learning and teaching experience: big data analytics to reshape education.
Learning 2.0 (India)
Learning 2.0 is an operating system for learning, where classrooms with student devices are transformed from lecturing to learning, through collaboration, blended teaching & analytics-driven assessments. Built on HTML5 & cloud-ready, Learning 2.0 delivers paperless, personalised, borderless & engaging education.
Lextudy is an online platform that focuses on legal education, learning and innovation through video. Students access short peer to peer learning videos, universities can license video courses to other institutions and individuals, and law firms collaborate with students with online projects.
Lingua.ly is changing the way people learn languages via digital immersion. Lingua.ly has developed an open learning platform fueled by patent-pending technology that applies systematic learning principles to content from the web and creates optimal conditions for language acquisition from context.
MyDocumenta is a powerful cloud-computing platform to create, share and publish multimedia contents. It helps schools to introduce ICT fostering creativity, communication, and teamwork. It is creative, secure & easy to use. MyDocumenta offers e-portfolio & authoring tool for students & teachers, from Primary to University.
SciPro – Supporting the Scientific Process (Sweden)
SciPro is an online IT-support system for management and supervision of theses at bachelor, master and PhD education levels. It can manage theses at a whole university, fulfilling administrators’, supervisors’ and students’ needs.
Talkso is an online collaborative learning solution dedicated to educational institutions which allows students to practice foreign languages with other students from around the world who are native speakers. Students will learn foreign languages from each other through video conference workshops.
Think with Things (Belgium)
Think with Things is a collaborative tool for educators and parents. It translates a proven educational method into a digital library of everyday objects and provocations. The tool promotes ‘things you have on hand’ as learning tools and links them with age-appropriate, subject-based activities.
Wall Display (UK)
Wall Display is a digital platform that will give students from across the academic spectrum the feeling of pride when their work is shared on the classroom wall. Wall Display want to motivate students by providing a work-focussed reward system and by involving parents in education.
Zzish is an infrastructure and tool set for developers to build state-of-the-art mobile education apps for a fraction of the time and effort that it would take otherwise. We help developers build much better apps, much faster and at much lower cost. It’s ‘Heroku for education apps.