Kiss Institute for Practical Robotics
- Austria
- Canada
- China
- Egypt, Arab Rep.
- Ethiopia
- India
- Kenya
- Kuwait
- Mexico
- Poland
- Qatar
- South Africa
- Tanzania
- Uganda
- United Kingdom
- United States
- Zimbabwe
We are developing a simulator platform to engage and enable kids, anywhere in the world, to master STEM curriculums, K-12, on their phones. Upon completion, the cost per child is estimated to be less than $1/month, making it accessible to almost anyone.
The technology playing field is divided into haves and have nots. The power of robots to motivate kids and teach workforce skills is well documented and leveraged by programs such as FIRST robotics, VEX, & Botball. Our simulator platform offers each child the opportunity to be competitive in a world that requires basic technical competency and now robotics literacy. Like any gaming platform, kids figure out how to use it, becoming independent learners. No computers, no internet required. Kids learn skills differently. Students individually and collaboratively learn traditional STEM subjects. Harnessing the power of robotics and virtual gaming, then layering in educational standards-based skills, is motivating.
The cost and tailored curriculum make it accessible. Leveling up requires proof of mastery of all educational standards for that particular grade. Reaching the top requires demonstrating technical competency. The prize would be used to complete development of the simulator to turn the have nots into haves.
STEM education is essential for kids; keeping them engaged and excited about learning is what we do. For more than 30 years, KIPR has used autonomous robotics to bring together kids of different backgrounds and abilities throughout the world. 80% of our kids are low income or living in poverty.
It started with the pandemic. I knew our kids weren’t regularly attending school, especially the younger ones. When I heard they were huddling in McDonalds’ parking lots to access the internet trying to go to school on their phones, my heart broke.
We had to do something. It had to work on a phone; not require adult intervention or supervision. The curriculum had to be rigorous yet excite kids about learning. Kids would teach themselves the same way they learn to play Fortnight. It had to be scalable, affordable and, most importantly, ensure mastery of their national/state STEM standards from K-12.
We decided to build a simulator for K-6. Since launching in October, 5,000 kids have successfully engaged with it. We learned they want more. Extending this product for K-12, offering affordable, access to STEM education creates proficiency in computer science, problem solving, independent learning, workplace readiness, etc.
Future workers will need basic knowledge of the rudiments of computer programming and problem solving skills. Yet, more than 20,000,000 children in the US are denied access to STEM education and 2/3 of the world’s school aged children don’t have internet access.
The educational robot market is expected to grow from $688.3 Million in 2017 to $1.7 Billion by 2023, a CAGR of 16.8%. KIPR’s autonomous robot products and programs are experiencing similar growth rates.
KIPR is international. Five weeks after launch, 2000 students actively used KIPR’s 2D simulator. In 2019, in the US, 35,000 kids participated in our educational robotics program, 80% of which came from low income, minority families. Kids from Europe, Africa, China, India, Egypt, Sub Sahara Africa, come together at our GCER events to collaborate and interact.
We create the total package. We support all kids, even those who have never been exposed to technology. Even if a kid doesn’t complete our curriculum, they will be aware and comfortable with STEM concepts and be capable of basic programming. Those that finish are armed and ready for the workforce and/or are equally ready to walk into MIT and compete on an even playing field.
The need for independent learning and enrichment outside the traditional classroom has been clearly demonstrated, yet providers of robotic education have not solved how to engage students in remote learning. The failure rate is high; 80% of students enrolled in public schools offering remote learning are not regularly attending classes.
Until now, no one has put together a robotics technology program that brings educational standards and technology together in a way that promotes mastery of social, technology and educational skills in a scalable program that has extremely high user engagement and whose low cost makes it accessible to every child. We have found a solution.
We started by developing a 2d simulator kids could use on their phones. We launched it in October 2020. Since then, thousands of kids have used it. Its success was overwhelming. Kids were fully engaged as they, on their own, worked through the entire program available, mastering their STEM requirements, K-3. Now we are expanding our offering to a 3d simulator which will allow us to provide access to the entire K-12 curriculum.
In the end, we offer accessibility, skill development, reinforcement, engagement, a sense of accomplishment, and self-directed learning.
Focusing strictly on coding, as others do, isn’t the same as teaching coding plus problem solving, independent learning, etc. Allowing our kids to come up with their own unique solution to a real life problems is motivating and provides representation for groups not traditionally represented in robotics programs.
UNESCO recognized KIPR as one of the most promising programs for engaging girls in STEM. Being virtual allows for scaling worldwide, providing educational access and unprecedented collaboration. Educational parity is made a reality. A kid in the middle of the Saharan desert can access our simulator as long as they have cell service. You can be on a “team” no matter where you are located.
How we get there is simple. We are currently completing our Foundational Development, which requires K-12 Curriculum, game design, direction ideation, a fully operational 3D simulator, and achievement monitoring and analytics. We have conducted a test based on our current 2D simulator user base of about 5,000 kids and have found their desire for more learning an indicator of our effectiveness.
Next, we plan to make a full production version. The last phase involves release of the Product, Live operations, Support, and Development.
Marketing efforts are ongoing.
- Women & Girls
- LGBTQ+
- Children & Adolescents
- Rural
- Peri-Urban
- Urban
- Poor
- Low-Income
- Middle-Income
- Minorities & Previously Excluded Populations
- Persons with Disabilities
- 1. No Poverty
- 4. Quality Education
- 8. Decent Work and Economic Growth
- 10. Reduced Inequality
- Education