ImaginationRoom
It has been 7 years we observe children’s curiosity and do it manually. There is a need to have a tool that help caregivers, teachers, and parents to understand more about their children development. We developed ImaginationRoom as solutions, an application that help caregivers, teachers, and parents to curate and explore contents, then to monitor their curiosity by looking on what children explore the most. This app will combine physical activities and digital literacy. It will provide contents such as discovering online and offline activities, exploring and monitoring children curiosity. There will be data of children activities and curiosity, so that caregivers, teachers and parents will easy to track individual data from children activities real time. It will be easy to access from another country by changing language mode, then it will replicate and implement to other market.
There are some problems which is related to early children development:
- The need of 21st century skills.
- Lack of understanding children and youth passion and potential by parents, caregivers and teachers.
- Data show that the quality of human resources in rural areas is still being left by urban area.
- Global Innovation Index in 2015 stated that education in Indonesia is number 97 out of 141.
The main problem is lacking of early moments knowledge and digital literacy from children, parents, and caregivers. It is important because Indonesia need to focus on preparing children to school, to unleash children potential and facilitate children development.
Indonesia has more than 250 millions population. Data of population in Indonesia show that Indonesia currently have demography of good candidates in productive ages. There are more than 70% of Indonesian under 50 years old. So, this solution aims to overcome the problems, then Indonesia will have productive generation that will help Indonesia grow in the future.
Underprivileged children (0-5 years old), teachers, caregivers, and parents. This solution will fullfil their needs by giving them chances to explore, contribute and improve together.
ImaginationRoom is an online platform that contains new processes and methods to support underprivileged children developing their imagination, exploring their curiosity, and exercising innovator skills. It contains Explore Topics, Inspirations, Problem Solving Thinking and Manage Curiosity.
Children will explore contents and discover what they like. Then, caregivers, parents, and teachers will monitor online and offline activities from children from data, after that they curate and provide teaching materials that suit to children need, interest and potential.
- Enable parents and caregivers to support their children’s overall development
- Prepare children for primary school through exploration and early literacy skills
- Concept
- New application of an existing technology
We combine online and offline activities for children, then we have data to provide teaching materials that suit for children development based on children need, interest and potential.
We use mobile apps, web technology, machine learning and AI for transform offline activities to online data.
Mobile apps and website as platform to collect and display data. They will show analytics and predictions from collected data.
Machine learning will learn from input data, they will model the data to generate fruitful predictions to teacher, parents, and caregivers.
- Artificial Intelligence
- Machine Learning
- Big Data
- Behavioral Design
From what we observe these years at kejarAURORA, we need more tools for helping children in better way. From our research we found that, when we facilitate children interest, they will boost their energy to learn. We have to find their interest, help to develop their curiosity, and unleash their potential. So, with help from this app, we want to capture activities and turn it into data, so we can facilitate children and provide teaching materials that match to their need, interest, and potential.
- Women & Girls
- Children and Adolescents
- Rural Residents
- Indonesia
- Indonesia
In this stage, we have trained around 500 children, and 300 caregivers.
In the first year we will reach double numbers, and in the next five years we expect to reach 1 million children.
Next year, this solutions will be implemented to schools and communities in 5 big cities in Indonesia, which are have big populations.
In the next five years, we hope that we can expand to ASEAN countries and globally.
We will face technology, financial, cultural and market penetration barriers. First, Technology will be most important, how it will transform activities into data. Second, cultural and market penetration have to be considered and planned before we go into new market. Lastly, financial, how we develop our product and sustain.
Our strategy to overcome the barriers: In terms of technical, we have to make sure that we use current technology that support our solution in different era. In cultural and market barriers, we need to research and planning to understand more some context in terms of early children development approaches in different areas / countries. In financial, we need to have clear revenue streams model.
- Nonprofit
4 full-time, 4 part-time
We have been running for 7 years to implement this offline activities. We as a team have passion and capabilities to create human-centered design based on what we do together with target market until now.
We focus on children, caregivers, parents and teachers interaction. It will be impactful to education system on how we manage children curiosity and development.
We have partners from local businesses. We are also partnering with Indonesian experts, they are CEO of big companies, entrepreneurs, and educators. We work together to find what values that matters to children in Indonesia. Because we believe, every nation has their value to implement in daily live.
Segments: Beneficiary – teacher, parents and caregivers who focus on early childhood development, Customer – sponsorships, brands, school and institutions
Type of intervention: it is a product, mobile apps & web (online platform) Value proposition: beneficiary - easy to explore and have data about children activities, curiosities and development , impacts - numbers of users, numbers of data collected, numbers of active users, customer value propositions – opportunity to broaden their channels by helping children their potential, and helping teachers, parents and caregives to enable them understand more about their children.
Main source of funding is sponsorships. Brands will support through CSR and Ads method. For parents, they can subscribe to our product as another payment method.
We apply because of credibility of MIT Solve and its network. Our targets are learn from specific experts, increase our network, and create opportunities to make big impacts. It is not only about winning, but also to complete one another. So it will be a good opportunity to see other perspectives from other countries, cases, ideas, and impacts.
- Business model
- Technology
- Funding and revenue model
- Media and speaking opportunities
MIT Solve - we want to broaden our knowledge, expertise, and network from best individual and organizations that concern to improve the world.
UNICEF – we focus on developing tools which combine online and offline activities for #EarlyMomentsMatter
Lego Foundation – we have been using lego in our offline activities to develop children imagination, curiosity and development.
We believe that collaboration will be fruitful for children development, especially for underprivilged children.
