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Ender - New Way of E-Learning

Basic information

Project Title

Ender - New Way of E-Learning

Full project title

Ender - New Way of E-Learning

Category

Interdisciplinary education models

Project Description

Project Ender is a platform for interactive adaptive learning, aiming at gamifing the educational sector reinvigorating the sector, and giving students and educators a new way of transferring knowledge.
Which will give opportunities to each member of the platform to engage and a more decentralized way of learning and a way of implementing bottom-up structures in e-learning.

Project Region

Tbilisi, Ireland

EU Programme or fund

No

Description of the project

Summary

Project Ender is a platform for interactive adaptive learning, aimed at gamifing and reinvigorating the educational sector, giving students and educators a new way of receiving/transferring knowledge. Ender will give opportunities to each member of the platform to engage in a more decentralized way of learning and a way of implementing bottom-up structures in e-learning.

In Today's world, the learning platforms are lacking the interactions and the engagement aspect needed for real learning and growth. That stands from the way they were created as an aid for the educational process intended for centralized learning, but as the pandemic showed us, the solutions we have today aren’t sufficient for the reality we are in or were before the event that changed the world.

The reality is that the existing learning systems are rigid, they are not created for student/teacher interaction and instead of giving them encouragement, it discouraging both parties on every turn and perpetuating the broken wheel. 
We have been using the same learning system for 200 years whilst the world progressed and diverged in a plethora of ways and grown in hundred of others. But Teaching has barely progressed from old mindsets that were based on punishment and aimed at creating workers, not thinkers.

By creating a digital platform that can be used solely as a standalone digital space for students, teachers, educators or in a hybrid model that integrates with lesson plan bookmarks and other technological resources. Ender will allow for increased student engagement by allowing him/her/they to complete assignments outside of the classroom and giving each student attention him/her/they deserve. 

 

Key objectives for sustainability

We aim to build a digital space where everyone can be proud of their differences and accepted them. By doing this we will create an ecosystem that can be used by anyone and everyone around the globe, without discrimination or segregation. We believe this will only work if we create a community where we can openly promote interactions, respect, equality, and pride. However for us to do so we need to build a self-sustainable company that requires additional talents and resources. We plan on integrating with LMS (such as Canvas, Blackboard) systems to allow universities to integrate real-time lectures online. We will be offering our services to educational institutions for a small fee to allow us to continue our growth and reach. Whilst ensuring that we keep developing our software and offer it for free to the open community.

 

Key objectives for aesthetics and quality

We want to create an accessible digital space that would be designed in a way that would be easy to use and accessible from any kind of a device, hence not leaving out any person regardless of their financial standing, background, or disability. We have started implementing all design structures required to make the site accessible. We are also in the idea phase of features that will improve the overall experience for those who have autism, hearing impairments or visual disabilities.
 

To be specific, our platform allows the educator to create mini-games that will reinforce foundational ideas in a fun and engaging way. Rather than simply presenting information, the games allow students to answer questions freely without obvious consequences for wrong answers. The educator ends up being able to give feedback at any moment to create a more positive learning environment. The program allows the teacher to customize or create a quiz, lesson in a game format using pre-built templates or by using a unity like an engine to create their own custom experience.

Key objectives for inclusion

We are aiming at creating a space where everyone can find the learning flow fitted for them. And feel accepted and learn on their terms. 
We want to help you succeed both inside and outside of the classroom. We aim to help everyone get comfortable with who they are so they feel accepted or even empowered by their differences. Our mission is to create a well-rounded learning community where everyone feels accepted. We will use a blend of technology and one-on-one attention to help you succeed inside and outside of the classroom. We will help you develop the confidence you need to shine in your style, with your personality, or in any situation.

 

 

 

Innovative character

The Ender is creating a new learning experience for students that is both engaging and interactive. Our Education-Gaming platform allows students to get information through engagement and learning through feedback not though killing time on memorization of words, which they know separately but don’t understand the meaning of sentences.
The difference between our solution and others on the market is that we are aiming at creating an experience that will spark curiosity in the students and help them develop this spark in the fire which will light their way to a better future, it can only happen if you will timely give feedback about their interest, which sadly is very rear in nowadays educational system. We have built an educational platform that rewards students for every form of academic progress. Rewarding their effort through our award-winning gamification and interactive learning systems. Allowing learners to understand concepts through our innovative interactive multimedia. And interacting with educators, parents, and students in new ways. Second, the best feature is feedback for teachers. Nowadays, because of the traditional way of teaching, teachers can only know overall which students know the material better and who is lagging behind, but even when they can’t know the exact disparity between students and even if they knew. They can’t help everyone because of the lack of time. However, using Ender teachers would get real-time updates and feedback about the knowledge of their students and though that they can more easily create custom materials for each of them, in addition, teachers can view which way of information gathering is more appropriate for the student. For there are students who have an easier time learning through visuals, but some have more sound-based learning styles.

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