KATENATE-OYE ORGANIC CHEMISTRY BOARD GAME
- Nigeria
- Hybrid of for-profit and nonprofit
The specific problem am trying to solve is abstract concept in STEM Education as it affects global learning. According to UNESCO, Nigeria has one of the highest numbers of out-of-school children globally, with over 10 million children out of school. Additionally, low literacy rates, inadequate teacher training, and a lack of access to quality education exacerbate the learning challenges in Nigeria.One challenge related to abstract concepts in STEM education in Nigeria is the lack of hands-on learning experiences and practical applications. Many STEM subjects, such as advanced mathematics and organic chemistry, rely heavily on abstract concepts that can be difficult for students to grasp without concrete examples and real-world applications. This disconnect between theory and practice can lead to disinterest and difficulty in understanding complex STEM topics. Without adequate resources and support for hands-on learning, students may struggle to develop a deep understanding of abstract concepts, hindering their progress in STEM fields. I carried out a survey in Secondary Schools in Lagos State and it revealed that majority of the students find organic chemistry to be abstract and difficult to learn hence the gamification.
The solution is a fun board game that teaches the basic concepts of organic chemistry through gameplay. Players learn about molecules, chemical bonds, and reactions in a hands-on and interactive way.
The target population consists of secondary school students, particularly those who may not have access to expensive gadgets or resources. These students are currently underserved in terms of engaging and interactive learning tools for organic chemistry. Traditional teaching methods may not cater to their diverse learning styles, and they may struggle to grasp abstract concepts without hands-on experiences.
The solution addresses their needs by providing a board game that makes learning organic chemistry accessible, interactive, and fun. By incorporating gameplay elements and visual representations of chemical concepts, the game caters to different learning styles and helps students understand complex ideas in a tangible way. Additionally, the affordability of the game ensures that it can reach a wider audience and bridge the gap for students who may not have access to expensive educational resources.
As the team lead, I bring a wealth of experience as a chemistry teacher, with a track record of innovative teaching methods that have propelled students to international recognition. Additionally, my partner's background as a retired lecturer in chemical engineering provides invaluable academic insight into the subject matter. Having taught in various schools and currently serving in a girls-only senior school, I intimately understand the diverse learning needs of students. By directly engaging with students and gathering their insights on gamification, I ensure that our solution is not only guided by their input but also tailored to their unique perspectives and preferences.
Our commitment to serving the educational needs of students, especially those who may be underserved, is at the forefront of our efforts. Through a community-centered approach, we aim to create a board game that is not only educational but also engaging, relatable, and impactful for the students we seek to engage. A survey in Secondary Schools in Lagos State led to this invention. Majority of Students believe organic chemistry is abstract and difficult to learn hence the gamification.
- Ensure that all children are learning in good educational environments, particularly those affected by poverty or displacement.
- 4. Quality Education
- Pilot
The game was patented in 2018 in Nigeria. It has been tested and refined to suite the desired out come. We have donated to 2 schools and have been receiving positive feedbacks. We are currently seeking finance to launch.
Solve can help overcome financial barriers by connecting us with partners who can provide monetary support to mass-produce the board game and establish a company that will employ at least 30 people. Additionally, Solve can offer professional guidance and connections to other markets, assisting in navigating any legal, cultural, or market barriers we may encounter. By leveraging Solve's network and resources, we can scale our solution effectively and make a meaningful impact on education.
- Business Model (e.g. product-market fit, strategy & development)
- Financial (e.g. accounting practices, pitching to investors)
- Legal or Regulatory Matters
- Monitoring & Evaluation (e.g. collecting/using data, measuring impact)
- Product / Service Distribution (e.g. delivery, logistics, expanding client base)
- Public Relations (e.g. branding/marketing strategy, social and global media)
- Technology (e.g. software or hardware, web development/design)
Our solution is innovative in several ways:
1. Gamification of Organic Chemistry: We approach the problem by gamifying the learning process, making it interactive and enjoyable for students. By turning complex concepts into game mechanics, we engage students in a way that traditional teaching methods often struggle to achieve.
2. Accessibility: Our solution addresses the accessibility gap by providing an affordable alternative to expensive educational gadgets. By using a board game format, we ensure that students from all backgrounds can access and benefit from the learning experience.
3. Hands-on Learning: The game offers a hands-on approach to learning organic chemistry, allowing students to physically manipulate molecules, chemical bonds, and reactions. This tangible experience enhances understanding and retention of concepts.
4. Collaboration and Competition: The game encourages collaboration and competition among players, fostering teamwork, critical thinking, and problem-solving skills. This approach not only enhances learning outcomes but also prepares students for real-world challenges.
Also by catalyzing broader positive impacts in the education space, our solution could inspire other educators to explore innovative teaching methods and incorporate gamification into their curricula. It could also change the market landscape by introducing a new category of educational games focused on STEM subjects, thereby providing more diverse and engaging learning options for students worldwide.
Our solution aims to have a significant impact on the problem of engaging students in learning organic chemistry by directly aligning with the curriculum of secondary school students. Research has shown that gamifying learning can enhance motivation, engagement, and retention of knowledge among students (Deterding et al., 2011). By integrating gamification principles into our board game, we provide a novel and effective way for students to interact with and understand organic chemistry concepts.
Through hands-on learning experiences offered by the game, students can physically manipulate molecules, chemical bonds, and reactions, leading to deeper understanding and better retention of knowledge. Furthermore, the collaborative and competitive elements of the game foster teamwork, critical thinking, and problem-solving skills among players.
We anticipate that our solution will lead to immediate outputs such as increased interest and engagement in organic chemistry among students. In the longer term, we expect to see outcomes such as improved academic performance, increased enrollment in chemistry-related courses at the university level, and ultimately, a greater number of students pursuing careers in STEM fields.
Anecdotal evidence from students who have used the game supports our theory of change. Some of these students, now in university, have reported that the game motivated them to study chemistry-related courses, indicating a positive impact on their academic and career trajectories.
In summary, by directly addressing the needs of secondary school students through gamified learning experiences, our solution has the potential to catalyze broader positive impacts by improving student engagement, academic performance, and long-term career outcomes in STEM fields.
Impact Goals:
1. Increase student engagement and interest in STEM subjects.
2. Improve academic performance in chemistry among secondary school students.
3. Increase the number of students pursuing careers in STEM fields.
Measuring Progress:
1. Surveys and interviews with students to assess their level of engagement and interest in organic chemistry before and after using the game.
2. Analysis of academic performance metrics, such as test scores and grades, of students who have incorporated the game into their learning.
3. Tracking the number of students who enroll in chemistry-related courses at the university level after exposure to the game during secondary school.
4. Longitudinal studies tracking the career paths of students who have used the game, specifically focusing on the number who pursue and succeed in STEM fields.
By regularly collecting data on these indicators and analyzing the results, we can assess the effectiveness of our solution in achieving our impact goals. Adjustments and improvements can then be made based on the outcomes to further enhance the solution's impact on student engagement, academic performance, and long-term career outcomes in STEM fields.
While the board game itself may not be considered a technology in the traditional sense, the core technology behind our solution lies in the educational content and the innovative approach to teaching organic chemistry. The board game serves as a platform for delivering this educational content in a tangible and interactive format. Additionally, the development of digital versions of the game, such as apps, desktop software, and online platforms, involves the application of technology to enhance accessibility and engagement. Therefore, while the board game may not be classified as technology, its adaptation into digital formats and the underlying educational content represent technological components of our solution. This we believe solve is in the best position to help us achieve.
- A new business model or process that relies on technology to be successful
- Software and Mobile Applications
- Nigeria
- Niger
3 people this is because we are at the pilot stage.
The idea was conceived in 2017 when I was an undergraduate in University of Lagos.it was patented in my name by University of Lagos in 2018. Between 6-7 years
These we plan to achieve when we start fully. Presently we are trying to build a company that can survive and scale easily
Our business model revolves around providing value to our key customers, which include educational institutions, teachers, students, and parents.
Products and Services:
1. Board Game: We offer a physical board game designed to teach organic chemistry concepts in an interactive and engaging manner. This includes game components such as cards, game pieces, and a game board.
2. Digital Platforms: We provide digital versions of the board game, including apps, desktop software, and online platforms, to enhance accessibility and reach a wider audience.
3. Educational Resources: We offer supplementary educational resources, such as instructional guides, lesson plans, and online tutorials, to support teachers in integrating the game into their curriculum effectively.
How We Provide These Products and Services:
1. Distribution Channels: We distribute our physical board game through educational supply stores, online marketplaces, and direct sales to educational institutions.
2. Digital Platforms: We develop and distribute digital versions of the game through app stores, online platforms, and licensing agreements with educational institutions.
3. Partnerships: We collaborate with educational institutions, teachers, and educational organizations to promote and integrate our solution into existing curricula.
Why They Want or Need Them:
1. Engaging Learning Experience: Educational institutions and teachers seek innovative tools to enhance student engagement and understanding of complex subjects like organic chemistry.
2. Accessibility: Students and parents value accessible and affordable educational resources that cater to diverse learning styles and backgrounds.
3. Improved Academic Performance: Our solution offers a hands-on and interactive approach to learning, which can lead to improved academic performance and increased interest in STEM subjects.
Overall, our business model focuses on providing value through innovative educational products and services that address the needs of our key customers and beneficiaries, ultimately aiming to improve student engagement and academic outcomes in organic chemistry.
- Individual consumers or stakeholders (B2C)
As we have not yet generated revenue, our focus has been on securing grants and funding to support the development and implementation of our solution. To date, we have successfully received grants from University of Lagos Research and Innovation office and Project I2M funded by UKAIDS through RISA which have provided funding for research, prototype development, and initial testing phases.
Additionally, we are actively seeking investment funding from angel investors, venture capitalists, and impact investors who are aligned with our mission and vision.
Moving forward, we plan to generate sustainable revenue through various channels, including:
1. Sales of Physical and Digital Products: We will generate revenue through the sale of our physical board game, as well as digital versions such as apps, desktop software, and online platforms.
2. Licensing Agreements: We will explore opportunities to license our educational content and technology to educational institutions, publishers, and other organizations.
3. Educational Partnerships: We will seek partnerships with educational institutions, school districts, and educational organizations to integrate our solution into existing curricula and programs, generating revenue through licensing fees and royalties.
4. Consulting Services: We will offer consulting services to schools, teachers, and educational organizations to provide support and guidance on implementing gamified learning solutions in their classrooms.
5. Organizing a yearly competition among secondary school students. This will help us to give back to the society by awarding scholarship in terms of schools fees and examination fee to outstanding students at the same time creating awareness about our company.
By diversifying our revenue streams and leveraging our innovative solution to meet the needs of our target market, we are confident in our ability to generate sustainable revenue and achieve long-term financial viability.
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