MAHA
The existing problem with children's education is that one in every six children worldwide is not enrolled in a formal school setting, including girls and young people living in poverty, rural areas, conflict zones, or with disabilities. When a pandemic strikes, two-thirds of the young learning population—1.3 billion people—do not have reliable access to the internet in their homes, making distance learning difficult for them. Few children have the space, time, or resources to develop foundational and long-lasting skills, nor do they have the opportunity to pursue academic, extracurricular, and creative interests, or engage meaningfully with their peers and communities. And many times, children are uninterested in learning because their teacher lacks a fun component.
MAHA Edugames provides accessible and affordable educational product solutions for children and teens. Through the MAHA product, we help children learn reading, writing, math, and social-emotional skills. MAHA Edugames can also help students beyond the USA by incorporating local languages into our games. With MAHA, we can increase learning opportunities, quality, and motivation for children to learn. MAHA can be downloaded as an application so that children who do not have internet access can play it offline. As we continue to develop MAHA, we plan to expand the content and theme of learning to include science, technology, engineering, and mathematics. We need more STEM professionals to find a new solution to our changing environment as a result of global warming. In addition, MAHA will make it easier for teachers, schools, and parents by providing children with trustworthy and non-violent content that contrasts with existing online games on the market that are rich in violence and sexual content.
MAHA technology-enabled innovations in teaching, learning, and assessment can help students catch up on what they've missed while also building on individual strengths and gains. MAHA intends to delegate the teaching and learning process to an educational game platform. Many times, children are uninterested in learning because their teacher lacks a fun component. This is why games are used to teach skills and knowledge. Teachers can provide curriculum and pedagogy to the MAHA team. Thus, allowing MAHA edugames to cater to each requirement of the national curriculum and assist students in preparing for exams through games, we can even offer exams through games with a valid score that applies for higher education.
MAHA's technology-enabled innovations for teaching, learning, and assessment can help learners catch up on what they’ve been missing while building on individual strengths and gains. MAHA aims to delegate With this strategy, MAHA relieves teachers and educators of the burdensome tasks imposed by schools and each country's respective ministry of education. Because MAHA's business model is social enterprise, with 60% of profits going to non-profit programs and 40% going to operational and research development, we can apply for tax breaks to offset the overtaxed. Different tax schemes apply to social enterprises in some countries that recognize the legal entity of the social enterprise.
MAHA edugames aims to provide ESQ and IQ, so we'd like to provide social-emotional learning to combat racism and discrimination. In the future, we hope to provide personalized learning and individualized instruction for students based on the curriculum and pedagogy provided by teachers, educators, and the respective country's ministry of education.
On the premise that parents focus on their work to feed their family. Therefore, parents do not have time to educate their children. As a result, schools bear the entire responsibility of educating children. Since the quality of schools, especially in developing countries are uneven, is very poor, children retrieve the knowledge they did not get from school by playing games, interacting with their peers, and interacting with the outside world through the Internet.
With the existence of MAHA Edugames, we provide children with the knowledge that is not taught in school. MAHA is a mobile game that can be played together with peers. Without children's knowledge, MAHA teaches them about ESQ and IQ. We assume that with the help of educational games, children like to learn new things and build things that are useful to society. An investment in the young mind is an investment in the future of humanity.
Arifah Suparni is the founder and chairwoman of ZAKKI Foundation. She has more than eight years of experience in the for-profit sector and about three years of work experience in the non-profit sector. She is building ZAKKI through bootstrapping and leading the organization to further growth with various ramifications that address social concerns of the elderly and people with disabilities, victims of sexual misconduct, anti-discrimination, anti-racism, anti-corruption, free access to knowledge, and crowd-sharing/in-kind donations. Arifah is building the company's culture template into an agile, transparent and inclusive work environment for all. Arifah is a strategic thinker and innovative leader who uses her positive attitude and tireless energy to encourage others to work towards a common goal - building an inclusive society. She draws inspiration from the community on a daily basis and is always inspired to solve an existing problem in society.
Arifah had undergo elementary school (K-12) with lack of funding and low quality educations. Arifah seen her friend cannot uplift their potential and stumble in poverty because the formal education never able to cater each individual personal uniqueness and intelligent. Her childhood experience with lack of proper education and facility made her determine to offer good quality education to our future generation.
Adopting the principle of Design Thinking and User Experience, MAHA designed and developed to cater the needs and expectation of both children and educators. We have conducted User Research that consist the User Survey and User Interview. Our current Hi-Fi Prototype design reflected what the needs and expectation of both children and educators.
Our UIUX HiFi Prototype design was made by the UIUX designer volunteer team is led by Dian Anindya, an experienced UIUX designer at Traveloka, one of the unicorn tech startups in Indonesia. The other 5 UIUX designers are novice UIUX designers. So all 5 of them are closely supervised by Dian.
- Facilitate meaningful social-emotional learning among underserved young people.
- Prototype
We need technical assistance to develop the product into MVP, tested and put it to cloud server. We need to full-time experienced UIUX Designer and Game Developers so we can launch the MVP soon. Our current HiFi prototype still need to be added more design of avatar and challenge. With better and more attractive design, we need Game Developer to develop it into products.
- Technology (e.g. software or hardware, web development/design, data analysis, etc.)
In Indonesia, we do not have a direct competitor yet. But internationally, existing educational games focus only on measurable cognitive skills such as math and language. While entertainment games are ubiquitous and range from puzzles, cooking, farming, racing to fighting. The existing games such as Super Mario, PUBG, Angry Birds, Clash of Clan, etc.
MAHA is intended to be an educational game for children where they learn manners, respect, tolerance, empathy and altruism while learning school subjects such as math, science, language and geography. MAHA MVP will be in 2D game format, but we envision MAHA being developed as augmented reality in the next iteration.
The development of games that include 2D, 3D, and augmented reality is no longer a new technology in today's world. However, the application of these technologies is still limited to entertainment purposes. The potential of this technology has not yet been optimally exploited for educational and research purposes. With the project MAHA we would like to harness the potential of gaming technology for children's learning.
The fact that discrimination and racism still exist in our modern world shows that something is wrong in our education system and society. Today's children will be adults in 10 to 15 years. They are the generation that will shape our future world. If we, as a society, once again fail to educate our children as we have done in our current generation. Then we can be sure that the future of humanity will be bleak. However, if we as a society do the right thing today by raising our children with manners, respect, tolerance, empathy and altruism. We can certainly be optimistic that they will take care of us and our planet in our short future.
Since MAHA is a medium, MAHA can be filled with various educational content tailored to our different ethnicities, cultures and languages. We can also indirectly save the indigenous language from extinction by teaching it to our children so that they learn it and become familiar with it. MAHA MVP is a 2D game, MAHA is scalable and can be used with our advanced augmented reality technology.
The MAHA MVP intended in English and Bahasa Indonesia. So it can reach the children in English speaking country (USA, UK, Canada, Australia, etc) and Indonesian speakers.
In the first year after the launch of MVP MAHA, we expect the platform MAHA to be used by children in Java and the island of Bali. Then, as the games gain popularity, children in Sumatra, Borne and Sulawesi will pick up the sentiment. Followed by the children in the Lesser Sunda Islands, Moluccas and Papua. For MVP, we focus mainly on social and emotional intelligence.
Over the next three years, we plan to add more content features and language options. The content will be math and geography subjects. Language options will include Hindi, Malay, Thai, Tagalog, Viet, and some other vernacular languages such as Javanese, Sundanese, etc.
And in the next five years, we expect to introduce the AR feature. As we have added more school subjects, we expect that MAHA can be used as a homework help and also as an examination tool for some subjects in the curriculum.
The ideal measurement is to conduct a pre-assessment before using MAHA Edugames compared to after playing MAHA. Then compare to the control group, children from the same country with same level of education but from the well respected expensive school as the control comparison. The pre-assessment collects data on what children perceive about a particular topic, in addition to what parents and/or teachers tell us about the children's own abilities. Then we can ask children to play MAHA for a year and then do the post-assessment to measure the impact of the MAHA games. In addition, we will likely quantify progress based on the number of children using our products and the level at which they play the games. We will then use the online data from the MAHA products to conduct random user research by interviewing the children, conducting surveys, or interviewing the children's parents and teachers to obtain comprehensive data online and offline.
Children are like sponges. They soak up everything that surrounds them, whether it is good or bad, believing that it will contribute to their education and shape them in adulthood. Based on this premise, the best time to teach a person respect, kindness, empathy, and spirituality is when their brain is at its highest stage of development, which is from toddlers to teenagers. Here we would like to introduce the idea of games for children (6 - 9) to teenagers (10 - 12 years).
Moreover, the main characteristic of children is to play. Children do not want to do anything that is not entertaining and bores their minds. So the best way to educate children is to teach them subliminal and subtle lessons. We are in the age of technological acceleration. There are many entertainment media that attract children more than learning for school. There are countless tools to teach and learn knowledge in an entertaining way, one of which is a game.
A game not only sharpens the user's cognitive skills, but also makes them addicted. Although games have negative effects, there are also many positive effects. Games are just a tool, just as a knife is a tool for cutting or killing. If we exploit the potential benefits of games. We can teach a person something subliminally. Because people tend to avoid something that addresses them head on or challenges their current beliefs.
The games would like to offer ESQ and some additional settings for IQ. For ESQ, we would like to teach empathy, discrimination, respect, sexuality, and the existence of God. In IQ we would like to teach basic math skills such as addition, reduction, multiplication, and division.
As an MVP, MAHA plans to launch the 2D games first, which will be offered in two languages - English and Indonesian. MAHA MVP will be the Progressive Web App (PWA) and also the mobile application for Android/ IOS. In the next iteration, we will then add more features and language options, such as Javanese, Malay, Tagalog, Thai or Vietnamese.
After we launch MAHA1.0, we expect to develop the game in 3D and augmented reality (AR). The 3D games will be available in PWA and mobile apps. For the AR, we could consider mobile apps only.
- A new business model or process that relies on technology to be successful
- Artificial Intelligence / Machine Learning
- Big Data
- Virtual Reality / Augmented Reality
- 4. Quality Education
- Indonesia
- India
- Hybrid of for-profit and nonprofit
ZAKKI provides equal volunteering opportunity for everyone regardless of age, sex/gender, color, race, creed, nationality/origin, marital status, sexual orientation, political belief, or disability that does not prohibit essential performance job functions. All matters relating to volunteering are based upon one’s ability to perform the job, as well as one’s dedication to ZAKKI’s Mission and needs.
We are introduced 2 business models: Freemium and Subscription. The freemium model is for kids who register themselves and are not affiliated with the school. Then there is the subscription model for schools, where the school buys the subscription for all its students.
The subscription itself encompassing 3 type of models:
Basic for up to 1 classroom: a full access for 30 students and 2 teachers;
Pro for up to one year level full access for 100 students and 10 teachers
Unlimited for full access to all students and teachers within one schools.
- Individual consumers or stakeholders (B2C)
The subscription model for schools, where the school buys the subscription for all its students.
The subscription itself encompassing 3 type of models:
Basic for up to 1 classroom: a full access for 30 students and 2 teachers;
Pro for up to one year level full access for 100 students and 10 teachers
Unlimited for full access to all students and teachers within one schools.
The parent organization of MAHA; ZAKKI was grantee for startup technology based program managed by the Ministry of Research and Technology, Indonesia
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Founder