Description of Challenge:
Society has been constantly challenged to think in creatively and financially sustainable ways the new informal, formal and corporate educational processes, especially considering the incorporation of new Technologies. Organizations and citizens have been seeking information and communication technologies defying the established teaching cultures. An increasing number of startups have generated new solutions enabling, for instance, a greater interaction between teacher and students, content access in multiple platforms and improvements in the learning process. The solution for most of the challenges in the education area may be achieved through active collaboration between the sector’s various players.
Opportunities for Startups:
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» Technologies in adaptive learning, artificial intelligence and methods of recommendation of contents focusing on each student’s specific demand in his/her learning process;
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» Solutions for greater engagement and increased absorption of students’ contents in learning, for example, through learning trail creation tools, active learning models, gamification tools and serious gaming, to name a few;
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» Solutions to increase students’ employability, for instance, by matchmaking (connection) between students’ skills and competences and companies’ needs, open resume, among others; or by stimulation of entrepreneurship culture in schools and universities;
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» New teaching methodologies and technologies focused on greater interaction between teachers and students and surrounding communities; collaborative tools providing interaction to foster creativity and learning between the students themselves, between students, teachers and communities;
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» Solutions to reduce school dropouts considering the students’ interests and goals;
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» Alternative assessment models: New methods for assessment of students’, teachers’ and schools’ performance;
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» Solutions in mobile for delivery of content, for instance, in instant research (Quiz) or Massive Open On-line Course;
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» Collaborative project development by way of learning based on challenges or prototyping with use of Design Thinking methodology;
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» Intelligence technologies in Big Data, Internet of Things, Analytics for improvement of internal processes in management and marketing of organizations.
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» Digital educational techniques, tools or platforms addressing one or more thematic areas of official grid bases (including Languages, Mathematics, Nature Sciences and Human Sciences) using new Technologies and/or new concepts such as crowd-sourcing and gamification to improve the quality of courses (especially basic and trade/ technical courses);
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» Inclusive forms of production and dissemination of educational content;
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» Improvement of internal processes and enhancing of school management;
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» Improvement of certification model;- Continued / constant education;
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» Adaptation and enhancement of experiences successfully used in other contexts and/or regions to the reality of schools in each country.
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» Solutions for empowerment of students and teachers using the learning-maker concept;
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» Instant feedback tools to respond to a quick-thinking demanding generation;
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» Tools for follow-up of the students’ performance by their parents: Control of attendance, class hours, available classroom material, schedule and school / family communication.