On Wednesday Open Education Challenge announced the 9 edtech startups chosen out of 20 finalists that will join the European Incubator for Innovation in Education and receive up to €20.000 seed investment in exchange for 6% equity on average.
The winners were chosen during a five day workshop and pitch competition in Barcelona from July 11th to 15th.
The winning teams were selected by a jury chaired by Lord David Puttnam and included Olivier Bréchard, Co-founder of the Institute of Action Research for Education; Pierre-Antoine Ullmo, founder of P.A.U. Education; Avi Warshavsky, CEO of MindCET; Laurent Zmiro, creator of the R2 Investment Club; François Marmion, Investment Director in charge of Private Equity of Helios Capital; Xavier Prats Monné, Deputy Director-General for Education and Culture at the European Commission; Magdalene Rosenmöller, Professor at IESE Business School; Teemu Leinonen, Professor of New Media Design and Learning at Aalto University; Hannes Klöpper, Co-founder of iversity.
The European Incubator for Innovation in Education will last 12 weeks with the teams visiting five European cities, namely Barcelona, Paris, London, Berlin and Helsinki, where they will be taken care of by the respective Challenge partners.
During the incubator the teams will go through four modules
- Learning Design Studio, Blueprint for Success (creating a business plan)
- Demo or Die (creating a prototype of the innovation and testing it with others)
- Showtime! (bringing the previous components together and preparing to present the project).
- Investors Day (opportunity to secure additional funding from the Open Education Investor’s Club)
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.
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.
LearnWorlds is a cloud-based, white-label, e-learning platform that offers to professional trainers a hassle-free way to create their own, personally branded, online schools and share or sell interactive, premium courses to their learners for a premium price.
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.
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.