MakeON Inventures
Of the children entering primary school today, 65% will fulfill jobs in the future that don’t currently exist. The push to online learning for 1.6 billion people under the age of 18 has created social-emotional challenges with less hands-on, project based learning exercises available in STEAM (Science Technology Engineering Art Mathematic) that meet their needs. Learning programs are exacerbating the skill mismatch of the future by retrofitting outdated information, widening the distance between education and industry - excluding students long before they enter the globalized digital workforce of the future.
Accessible by ages 6+, on and/or offscreen, with no previous experience, our design-build-storytell STEAM experiences facilitate the educational, industrial, and recreational objectives to solve the future of work skill gaps.
MakeON® - Universally deployable, physical building system for prototyping electronic projects in wearables, walls, and objects, flexibly and fast with the global electronic ecosystem, from LED to IoT, on or off screen.
Inventure™ - A content host, influencer/leadership marketplace and collaboration platform, challenge generator, that maps a user’s IQ, EQ, CQ - FoW fitness.
Our solution performs as the intermediary platform that adapts and connects the hard and soft tech ecosystems of today while simulating the workforce environments of tomorrow. We future-fit humans by using their existing environments and materials and simulate them plugging into the global economic ecosystem of the future- long before they get there.
Mission Control Lab's goal is in the future to:
Provide:
For individual humans starting at age 6+, the ability to represent themselves and engineer their future fitness in the global economic ecosystem.
Facilitate:
For industries a platform to cultivate the workers.
Visualize:
For governments & educators a data dashboard to monitor population evolution
Inform/partner/backed by:
IBM, World Economic forum, Indeed, DARPA, Meta, Lego, Roblox, Amazon, eHarmony, Glossier, Instagram, 23andMe, Alphabet, Festo...
Our target population are the teachers and parents that need tools to create learning experiences that engage young people in new ways that they are excited about- which are sharable, trendy, creative while simultaneously connecting them to the world. Both the leaders and the young people need to "come as they are" and not have to upskill - to - upskill.
Our products let teachers integrate meaningful problem solving with storytelling where they can facilitate design challenges and learning objectives through project based learning that is stylish, hands on, and accessible. They can use what materials and technologies they have, on and off screen while building knowledge around embedded systems.
Current physical tech experiences prototyping electronics are out of date, require a steep learning curve and are very expensive, are not hands-on and are complicated to delivery in large groups with varying skills sets, academic abilities and languages.
Our growing international team the last two years has been inside, through, up and out of the problem personally, academically, and professionally - as engineers, artists, phd.'s, disabled, etc. We come from different backgrounds and continents, however, share the common ground of finding prototyping experiences in STEAM magical and transformative, and want to unite the world with them.
We have conducted hundreds of interviews with users while rigorously testing our solution in 7 countries over two years to be sure we had the feedback and approach calibrated before finalizing the product system and integration into the rest of the ecosystem.
Jessica Cobb, founder, has been apart of the Edtech market the last 10 years working with big tech brands, classrooms, museums, startups and governments creating solutions and experiences that inspire youth about the future of work through making with technology. She experienced first hand what people, governments and corporations go through - the teachers, the learners- their families, the leadership... the skills sets, adaptability and determinism needed... This experience is what inspired what Mission Control Lab is today and why MakeON has thrived through the pandemic.
- Facilitate meaningful social-emotional learning among underserved young people.
- Growth
Solve aligns with our vision at Mission Control Lab: to provide a nexus for individuals, education and industry to cooperate for greater equity and inclusion. By considering past, present, and future technologies as placeholders for change, it gives far reaching access to those with less mobility economically.
It is a steep climb to build a globally accessible, well marketed, regionally adapted and sustainable product and user experience ecosystem. We know Solve can help us across all aspects of this climb and provide their experience rolling out moonshot products that aim to solve massive world problems starting from humble beginnings.
- Public Relations (e.g. branding/marketing strategy, social and global media)
Starting with a basic LED (Light emitting diode) to building an IoT (internet of things), the concepts are experienced with the result of having something uniquely theirs to share. The MakeON connectors, conductive materials, sensors and everything-included Inventure Kits are paired with language-free building instructions that consist entirely of pictures - so simple that children from the age of five can get started. In minutes MakeON media guides light, movement or sound to come alive with step-by-step explanations presented on the same platforms young people and their networks are already connected to.
MakeON cultivates the space where inventors, system thinkers, socially talented team leaders, designers and storytellers can grow, create and innovate. STEAM concepts are where culture and creativity innovate the future of humankind and our relationship to the planet. We are here to establish this cultural center, physically and virtually - generating the connective tissues and community resources for unearthing the inventor in all of us by taking inventures together.
This means creating the virtual collaboration platform for users to participate and translate from anywhere- ( learners, educators, makers, hobbiests, LMS's) The edu-tainment media that can communicate across languages, locations and cultural barriers. The physical materials and tools to make the inventures a physical reality, and able to operate successfully off screen and off grid. Finally, training Inventure Guides (leaders) to establishing their own chapters across the globe, in person, at libraries, camps, etc.
We seek to reach 10,000 users by the end of this year and to do this are working on partnerships with dedicated outreach missions and already support regional programs.
In order to acheive 10,000,000 participants into Mission Control Lab in the next 5 years we will need to build a strong brand base that aligns with the regional identities of those using the product, and provide our own support programs.
Through use cases and demand, we are measuring our impact as our distributors, partnerships and web presence grows.
A variety of organizations are working with us. Classrooms, edtech startups, libraries, families, corporate family enrichment programs.
MakeON® is in mass production and available in 30 countries through B2B2C and D2C. Our product price range and usability and success rates gave us the "go-ahead" that our solution was ready. We are actively building out content. The first integration of our content and hardtech products into another Edtech company platform is in negotiation.
Inventure.app is in an exploratory search phase for third party stand-in products until we have the funding to build our own platform thats able to be plugged into Learning Management Systems, Collaboration Platforms, etc.
Our Edtech company delivers Inventures in STEAM, from LED to IoT - ages 5+. We address the future of work and global economic inclusion by removing the stagnant, didactic education experiences where creativity, voice and expression is limited by swipes, clicks and portals.
We have conducted hundreds of interviews with users while rigorously testing our solution in 7 countries over two years to be sure we had the feedback and approach calibrated before finalizing the product system and integration into the rest of the ecosystem.
I have been apart of the emerging technologies and the Edtech industry for 10 years since working with big tech brands, classrooms, museums, startups and governments creating solutions and experiences that inspire youth about the future of work through making with technology. I experienced first hand what people, governments and corporations go through - the teachers, the learners- their families, the leadership, the skills sets, adaptability and determinism needed.
MakeON® - [LEGO of electronics] The universally deployable, modular, adapting/connecting hardtech building system for prototyping wearables, walls, and objects, flexibly, fun and fast with the global electronic ecosystem, from LED to IoT.
Inventure™ - [Squarespace/Wiki/Thingiverse/Zoom/Hackathon/Treasure hunt] A digital platform where users explore-ideate-build-collaborate-storytell around embedded technology design challenges. Users navigate content, create and share their own, explore collaborative challenges, access others, while growing their “future of work fitness” IQ, EQ, CQ profile/portfolio - mapping the evolution of their soft and hard skills [Indeed/LinkedIn/eHarmony].
Young people require as many meaningful, social experiences that practice purposed decision making- that connecting them to and motivate their future. MakeON delivers the cultural space and resources to practice the co-creative process - making something different while learning something new- about the world and themself. Our STEAM Inventures socialize project based learning with conscious design thinking and systems engineering through inventive play, prototyping and storytelling.
- A new business model or process that relies on technology to be successful
- Artificial Intelligence / Machine Learning
- Audiovisual Media
- Behavioral Technology
- Big Data
- Crowd Sourced Service / Social Networks
- Imaging and Sensor Technology
- Internet of Things
- Manufacturing Technology
- Materials Science
- Robotics and Drones
- Software and Mobile Applications
- 4. Quality Education
- 5. Gender Equality
- 8. Decent Work and Economic Growth
- 9. Industry, Innovation, and Infrastructure
- 10. Reduced Inequalities
- 12. Responsible Consumption and Production
- Belgium
- Canada
- Denmark
- France
- Germany
- Italy
- Japan
- Netherlands
- United Kingdom
- United States
- Belgium
- France
- Germany
- Ireland
- Italy
- Mexico
- Netherlands
- Poland
- Spain
- United Kingdom
- United States
- For-profit, including B-Corp or similar models
Our growing international team the last two years has been inside, through, up and out of the problem personally, academically, and professionally - as engineers, artists, phd.'s, disabled, etc. We come from different backgrounds and continents, however, share the common ground of finding prototyping experiences in STEAM magical and transformative, and want to unite the world with them. Jessica Cobb, founder, has been apart of the Edtech market the last 10 years working with big tech brands, classrooms, museums, startups and governments creating solutions and experiences that inspire youth about the future of work through making with technology. She experienced first hand what people, governments and corporations go through - the teachers, the learners- their families, the leadership... the skills sets, adaptability and determinism needed... This experience is what inspired what Mission Control Lab is today and why MakeON has thrived through the pandemic.
We are providing affordable, re-useable, adaptive and connective resources for future-fitting young people, their teachers and families. Our solution performs as the universal intermediary between the hard and soft tech ecosystems of today, adapting - connecting - skilling users by simulating the global challenges and workforce experiences of tomorrow.
MakeON® - [LEGO of electronics] The universally deployable, modular, adapting/connecting hardtech building system for prototyping wearables, walls, and objects, flexibly, fun and fast with the global electronic ecosystem, from LED to IoT.
Inventure™ - [Squarespace/Wiki/Thingiverse/Zoom/Hackathon/Treasure hunt] A digital platform where users explore-ideate-build-collaborate-storytell around embedded technology design challenges. Users navigate content, create and share their own, explore collaborative challenges, access others, while growing their “future of work fitness” IQ, EQ, CQ profile/portfolio - mapping the evolution of their soft and hard skills [Indeed/LinkedIn/eHarmony].
Provide: For individuals, educators, team building hosts, a tool/toy platform that facilitates stylish, hands-on, fun, educative, social experiences with a low floor and high ceilings around applied STEAM concepts (science, technology, engineering, art, mathematic, concepts).
- Organizations (B2B)
By selling products and services and engaging in partnerships with organizations that are aligned we hope to build positive growth patterns that will make us profitable.
Our primary focus has been acquiring distributors and resellers who are already active in the Tech Toy and Edtech Tool market in order to get B2B and B2G groundwork laid down before adding more logistical overhead need for B2C.
We are planning D2C media releases in several categories and using social media as a driver for advertising to new users. We are adding Amazon as a major focus to boost revenue and capital for media making, likely using "pay per click" to boost our position.
We are now distributed by 5 Global tech distributors. We have sold approximately 20,000 USD since launching our product which represents thousands of products. Our customers are widespread, from parents to corporate team builders, medical researchers to fashion designers.
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Founder