CanAR App
- West Bank and Gaza
- For-profit, including B-Corp or similar models
While the world has turned to e-learning, a gap between education and technology has become more apparent. Current e-learning is limited to holding lectures via visual technology (in most countries of the world), and thus the interaction between the student and the teacher with the education material is at its lowest level. It negatively affects the quality of education provided to them, especially for students who suffer from learning difficulties due to a specific disability.
By leveraging augmented reality technology in education, CanAR application directly tackles the issue of limited interaction in current e-learning methods, providing a highly interactive and engaging educational experience for students. Through the CanAR app, students can fully interact with their educational material by using their smartphones. The students open their smartphones' cameras and direct them to a specific image in their books through the CanAR app, and it will appear as a 3D module with audio and a written explanation.
Our goals are simple: to empower the students, ignite their interest, and amplify their satisfaction. Studies have shown that using AR can raise these factors by up to 31% and motivate students by 14%.
The CanAR app is affordable, easy to use, and renewable, making it suitable for all students, especially those with disabilities.
The target population for the CanAR application includes students across various educational levels, Our Total Available Market (TAM) is all students in the whole world, our Service Available Market (SAM) is all the students in MENA region, our Service Obtainable Market (SOM) is the students in Middle East.
We will help the students in this area by making education more interactive instead of indoctrinated education.
Our team started developing the idea when we where in the middle of the Covid-19 pandemic. Having witnessed how bad online education is, we decided that improvements needed to be made. Now our team is fully graduated, but we are still pursuing our dream of developing the educational system and making it closer to technology.
The team was also heavily committed to volunteer work and non-educational activities before and after the COVID-19 pandemic, making us able to see that online systems for non-educational activities are also very undeveloped.
- Use inclusive design to ensure engagement and better outcomes for learners with disabilities and neurodivergent learners, while benefiting all learners.
- 4. Quality Education
- Prototype
until now we built 12 AR models and added them to our application, we are now seeking to start in Pilot stage which will includes 5 schools in 5 different areas.
We trust that our participation in Solve will connect us with the right people who have the same innovation in developing the education and give us the right advices to target the right market, the right experiment and the material.
We believe Solve will give us the opportunity to build a global network that will help us achieve our goals.
- Monitoring & Evaluation (e.g. collecting/using data, measuring impact)
- Product / Service Distribution (e.g. delivery, logistics, expanding client base)
the reason our solution is innovative is because we use Augmented Reality in education and its relevance with the educational curriculum like having Complementary relationshipز
While the world is moving towards e-learning, we trust our solution will be the first of its kind that will make the educational material more effective and interactive.
Using AR can raise the level of interest, satisfaction, and confidence by 31%.
We use Augmented Reality (AR) as the core of our technology. AR enables us to provide a unique learning experience that is very effective at the same time.
AR is running on our Flutter application for both iOS and Android to cover all users. We also have a web panel that is built using Java Spring Boot and Javascript Angular to help teachers and supervisors follow up with users.
- A new application of an existing technology
- Virtual Reality / Augmented Reality
- West Bank and Gaza
- Qatar
- Saudi Arabia
- United Arab Emirates
full time: 3
Part time: 3
contractors: 1
3 years
While we are still a startup company, our team have four freemales and three males. Also, our team comes from different religious groups and different backgrounds. In our organization, we encourage innovative mindsets, try to always break social norms, and promote personal employee development.
Key Partners:
- Ministries of Education
- Teachers' Union
- Educational and auxiliary educational institutions
- UNICEF
- Learning difficulties centers for children
- Technology companies
Key Resources:
- IT team including:
1. AR Programmer
2. App Developers (IOS, Android)
3. Website Designer
- Marketing and Sales Team
- Intellectual Property
Social Innovation:
- Prioritizing education and children, recognizing their positive impact on students' future and education.
- Testing the application's positive effects on learning difficulty centers.
- Assisting students in familiarizing themselves with new and modern technologies for the near future.
Customer Relationship:
- Evaluating and caring about students' results through short tests to assess the technology's effectiveness.
- Conducting studies on students using the app to measure its effectiveness and gather feedback.
- Incorporating feedback from educational staff and improving material understanding through technology.
Channels:
- Sales Team
- Schools and educational support centers
- Technology exhibitions
- Summer camps
- Social media platforms
- Android & IOS App
Key Activities:
- Building the application and the website with a control panel for account management.
- Creating 3D models for non-existing images.
- Programming 3D models and integrating them with existing science content using AR.
- Providing written and audio explanations for models, adjusting complexity based on student level.
- Uploading models and images to the application and website.
Value Proposition:
- Interactive education using augmented reality technology.
- Multilingual application.
- Facilitating easier and more enjoyable information delivery to students, especially in schools without laboratories.
- User customization based on student needs and progress, guided by teachers.
Customer Segments:
- School students
- Children with learning difficulties
- Teachers
Finance:
Cost Structure:
Building/buying and programming 3D models and images
Website and app development, design, and domain expenses
Advertising on social media and other promotional materials
Sales team activities, participation in exhibitions and summer camps, and all fieldwork
Employee salaries and office expenses
Surplus:
- Profits will be reinvested in product development to cover all educational stages.
- The product will be offered to marginalized schools at a symbolic price.
Revenue Streams:
B2B way for schools and educational centers
- Organizations (B2B)
Our strategy to become financially sustainable mainly from selling our product, the users cost=5$ we will sell it on 40$ as we have three main packages:
1- for schools and educational centers: 100 users = $3500 (includes discount)
2- for schools and educational centers: 200 users = $6000 (includes discount)
3- for companies: 20 users = $1000.
We expect to reach the EP at the end of the second year after we launch the application.