Kids Maker Lab
Did you know that every year over 2.5 Million pre K to K kids don't have access to S.T.E.A.M (Science. Technology. Engineering. Art. Math) education?
Providing kids at an early age with S.T.E.A.M related learning experiences and products is not only the right thing to do for our youngest learners, it’s imperative for strengthening our nation’s economy.
Kids Maker Lab will help pre K to K kids learn S.T.E.A.M with the combination of creative and fun learning products integrated with Virtual, Augmented and Mixed Reality content.
With the development of our first product, The A to Z 'S.T.E.M' Learning Flash Cards, we've created an easy, fun and creative way to teach pre K to K kids the letters of the Alphabet while introducing them to S.T.E.M (*Science. Technology. Engineering. Math).
Millions of parents are concerned with the current education system and access to affordable S.T.E.A.M products. They are worried they won't have the resources to make sure their pre-k kids are supported, nurtured and given the proper knowledge and skills needed to survive the future technological and digital revolutions.
According to the National Institute for Early Education Research, "59 percent of 4-year olds – or six out of every 10 children are not enrolled in Pre-K learning and Even fewer are enrolled in the highest-quality programs, like STEAM.”
And without access to quality early education, African-American and Latino children, and children from low-income families, are far less likely to be prepared for the future.
We're serving the 4 Million Kids attending pre-K to K, and the 2.5 million kids with NO ACCESS to S.T.E.A.M, edtech, maker programs or high-quality early education in the U.S.
The educational product market size will grow by USD 34.54 billion during 2018-2022.
Through the combination of creative and fun learning products integrated with Virtual, Augmented and Mixed Reality content, we’re developing and curating creative, fun, and affordable S.T.E.M learning products to help kids learn, discover and explore.
With the development of our first product, The A to Z 'S.T.E.M' Learning Flash Cards, we've created an easy, fun and creative way to teach pre K to K kids the letters of the Alphabet while introducing them to S.T.E.M (*Science. Technology. Engineering. Math).
- Enable parents and caregivers to support their children’s overall development
- Prepare children for primary school through exploration and early literacy skills
- Pilot
- New technology
We've integrated Virtual, Augmented and Mixed Reality content on physical learning products.
Virtual, Augmented and Mixed Reality content. Using physical learn products like our our first product, The A to Z 'S.T.E.M' Learning Flash Cards, we've created an easy, fun and creative way to teach pre K to K kids the letters of the Alphabet while introducing them to S.T.E.M (*Science. Technology. Engineering. Math).
Using an AR app, parents or teachers can scan the image on each card to see different type of content. For example, when you scan the Rocket on the R letter card, you will see an AR version of a rocket flying through the air.
- Virtual Reality/Augmented Reality
- Behavioral Design
- Social Networks
According to the National Institute for Early Education Research, "59 percent of 4-year olds – or six out of every 10 children are not enrolled in Pre-K learning and Even fewer are enrolled in the highest-quality programs, like STEAM.
It's a known fact that without access to quality early education, African-American and Latino children, and children from low-income families, are far less likely to be prepared for the future technological and digital revolutions.
With our solution, we replaced the old way of learning letters like A for Apple, B for Banana and C for Cat, with S.T.E.M related learning experiences such as A for Atom, B for Boron and C for carbon. We added bold and vibrant colors that are known to increase a child's IQ by attracting their attention to details and stimulate creative thinking.
With our solution, kids will learn words and definitions. Understanding and hearing the definition or an explanation of a word will positively affect context and language development. Learning these words will fundamentally contribute to their knowledge on science, innovation, culture, inspiration, curiosity and creativity.
With our solution, kids with learn with images. Images help to increase comprehension and self- awareness. When an image is present, the entire brain is engaged. Having the mind work while learning is critical for academic education and mental development.
- Women & Girls
- Children and Adolescents
- Infants
- Very Poor/Poor
- Low-Income
- Middle-Income
- Minorities/Previously Excluded Populations
- Jamaica
- South Africa
- United States
- Jamaica
- South Africa
- United States
We're currently serving about 250 people. In a year, we'll increase that to 10,000, and within 5 years we will reach 1,000,000.
There are a few additional products in the pipeline that I can’t share as yet, because they are confidential. But what I can share with you is the next phase of the A to Z STEM learning flash cards will be the game changer that will break us into main stream to positively affect a million people.
On the The A to Z 'S.T.E.M' Learning Flash Cards, each card has an image on the back to represent the STEM word. We’re adding virtual reality and augmented reality to our cards. Parents/teachers will be able to use an app to scan the picture on the cards that will come to life. Example. Scan the Rocket on the R card and you will see a rocketing flying through the air. Now the cards will be an interactive learning product.
The following month, that Augmented Reality R could now change to a Video of a scientist talking about a Rocket. So the cards will always remain interesting. We will do to physical products what technology has done for digital products. The ability to update it at anytime, anywhere with new fresh information.
In addition, with every Flash card we sell, we will donate 1 for free to a child in need.
Time, finances and additional resources that would allow us to quickly build-out and scale the development of our AR software.
We will overcome these barriers by improving our marketing strategies to reach more consumers and develop more partnerships with organizations/schools. Both plans would help us to drive more direct sales that would help us to acquire the finances and resources needed to hire and contract more people which will give us the capabilities to develop our software, content, and product faster and more efficient without worrying about money.
- For-Profit
Kids Maker Lab is a Public Benefit Corporation.
What is a Public Benefit Corporation:
Benefit Corporations are for-profit companies that are obligated to consider the impact of their decisions on society, not only shareholders.
We decided to incorporate as a B Corp because we’re obsessed with our mission. We believe in building a mission-driven company that will meet a higher standard of purpose, accountability, and transparency.
This will create a solid foundation for long-term mission alignment and value creation for Kids Maker Lab.
2 full-time staff
4 contractors
ANDRE KAY
- Father and Husband
- Founder and CEO of Sociallybuzz
- Marketing & Tech Entrepreneur
- Grew marketing company to a $5 million dollar business
- Pioneer of introducing texting technology to the US Congress
- Graduate of the Goldman Sachs 10,000 Small Business Program
- 2017 Best Entrepreneurial Company by Entrepreneur magazine
- 2016 BE Modern Man by Black Enterprise
- 2015 Black Enterprise Techpreneur of the Year Finalist
- Named one of the top ten black tech innovators blazing a trail in South Florida by the Miami Herald.
- Thought-leader in social media industry
THUY KAY
Founding partner at Sociallybuzz. Helped the company grow to over $5 million. Creatively curious and have an obsession of turning complex projects into something that is simple, fun and easy to do. Most importantly, the mother of our three boys, the true inspiration for Kids Maker Lab.
MYRIELLE BADIO-WELCH
A certified teacher and currently the Innovative Lab Specialist at Pine Crest School. A graduate of Florida A&M University with a Bachelor of Science in Mathematics. In 2005, she obtained her Masters of Mathematics Education from Nova Southeastern University.
CHRIS FERRIE
Author and a postdoctoral researcher in theoretical physics at the University of Sydney and Centre for Engineered Quantum Systems. He obtained his PhD in Applied Mathematics from Institute for Quantum Computing and University of Waterloo (Canada).
ERIKA MONROY
Educational and Clinical Psychologist. Parenting Educational Expert and Online Educational Content Developer.
SEAN WILLIAMS
Creative Director and ADDY awards recipient with a BFA in Graphic Arts and Master in Business Administration. He's also husband and father of a 5 year old girl and a 3 year old boy.
Currently we’re finalizing our donation partners. We’re aiming to work with trust worth organizations that have the same beliefs has us. That will put the products in the right hands.
We will develop and sell our own products + other carefully curated S.T.E.M related products.
Average Spend Potential Customers Sales/Yearly
$40/per sale 200,000 = $8 Million
Average Spend - We’ll create campaigns that will get each customer to spend an average of $40.00
Potential Customers - Based on acquiring only 5% of the market
Sales - Average sale we’ll generate annually on the website
We will generate an average of 30 - 40% profit of each sale.
Sell our products.
Solve will help us to connect with partners in certain areas of education and technology. We will rely on their experience, knowledge and resources to help this program achieve its vision.
We are looking for really smart, passionate and crazy people who believe they can change the world. Solve can help us!
- Technology
- Distribution
- Funding and revenue model
- Talent or board members
- Legal
- Other