Ti
Ta
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2nd Place on 2023 ‘Google for Startaups’ Hackathon
2nd Place
on 2023 ‘Google for Startaups’
Hackathon
Product Team
CTO
Product Manager
Product Designer (Myself)
Elementery School Princepel & Vice Princepel
Overview
Kitati is an edtech web app tailored for elementary teachers. It gamifies classrooms, sending students on a virtual journey where they earn points for teacher-selected values. Progress unlocks AI-generated tasks aligned with these values. At the end, students vote on an educational reward. Kitati offers rewards, tracks data, and provides insights for both students and principals, fostering a values-driven, engaging learning environment.
The Problem
Engagement in Elementary Education: Elementary school teachers often face the challenge of maintaining students' engagement and motivation in the classroom, especially for abstract concepts like values.
Lack of Tools for Values Education: Existing educational tools may not sufficiently address the need for values-based education and character development in young students.
The Solution
Concept: Kitati addresses these challenges by transforming the classroom into an exciting and interactive journey. It leverages gamification to engage students and promote values-based education.
Key Features: The platform allows teachers to select values to promote and sets up a virtual journey where students earn points and engage in tasks related to these values. It encourages cooperation and choice by allowing students to collectively select educational rewards. Kitati also provides comprehensive documentation of individual and group achievements.
Benefits: Kitati enhances student engagement, promotes values education, fosters a sense of community in the classroom, and equips teachers and principals with valuable data to monitor and improve the education process.
Product Team
CTO
Founder
Product Manager
Product Designer (Myself)
The Problem
Educational Challenges: Traditional educational settings often struggle with engaging students, fostering collaboration, and adapting to evolving teaching methods. The shift to online learning exacerbated these issues.
Lack of Integration: Many educational technology tools operate in isolation, making it challenging for educators and students to streamline their workflows and benefit from
a unified experience.
Analytics Gap: Educational institutions lack comprehensive analytics to gauge the effectiveness of their teaching methods and students' learning experiences.
Overview
Wisdome is a collaborative web application for learning communities, designed to enhance communication and learning within shared "domes" or virtual spaces. The platform boasts a versatile splitscreen interface, encompassing video calls, discussions, content sharing, and note-taking. Wisdome serves as an educational app store, seamlessly integrating with various edtech products to benefit high schools, universities, web courses, and other educational environments. Future updates will introduce a badge system to reward achievements and offer comprehensive analytics for both individuals and groups.
The Solution
Concept: Wisdome addresses these challenges by providing
a versatile platform that encourages collaboration, communication, and effective learning. Its unique splitscreen feature seamlessly integrates video calls, discussions, web content, and note-taking within a single workspace.
Key Innovations: The platform stands out through its ability
to integrate with a wide array of edtech products, providing a one-stop-shop for educational needs. The planned badge system will motivate and recognize student and teacher achievements, while the analytics feature empowers leaders with data-driven insights to optimize educational processes.
Benefits: Wisdome enhances engagement, productivity, and learning outcomes for students, while simplifying educators' and institutions' administrative tasks. It envisions a future where education is more collaborative, efficient, and data-informed.
Product Team
CTO
Founder
Product Manager
Product Designer (Myself)
The Problem
Educational Challenges:
Traditional educational settings often struggle with engaging students, fostering collaboration, and adapting to evolving teaching methods. The shift to online learning exacerbated these issues.
Lack of Integration:
Many educational technology tools operate in isolation, making it challenging for educators and students to streamline their workflows and benefit from
a unified experience.
Analytics Gap:
Educational institutions lack comprehensive analytics to gauge the effectiveness of their teaching methods and students' learning experiences.
Overview
Wisdome
is a collaborative web application for learning communities, designed to enhance communication and learning within shared "domes" or virtual spaces. The platform boasts a versatile splitscreen interface, encompassing video calls, discussions, content sharing, and note-taking. Wisdome serves as an educational app store, seamlessly integrating with various edtech products to benefit high schools, universities, web courses, and other educational environments. Future updates will introduce a badge system to reward achievements and offer comprehensive analytics for both individuals and groups.
The Solution
Concept:
Wisdome addresses these challenges by providing
a versatile platform that encourages collaboration, communication, and effective learning. Its unique splitscreen feature seamlessly integrates video calls, discussions, web content, and note-taking within a single workspace.
Key Innovations:
The platform stands out through its ability
to integrate with a wide array of edtech products, providing a one-stop-shop for educational needs. The planned badge system will motivate and recognize student and teacher achievements, while the analytics feature empowers leaders with data-driven insights to optimize educational processes.
Benefits:
Wisdome enhances engagement, productivity, and learning outcomes for students, while simplifying educators' and institutions' administrative tasks. It envisions a future where education is more collaborative, efficient, and data-informed.
Outcome of the problem
Outcome to
the problem
73%
Of resigning teachers stated that classroom behavior was their primary reason for leaving.
Of resigning teachers stated that classroom behavior was their primary reason for leaving.
Of resigning teachers stated that classroom behavior was their primary reason for leaving.
2023 study by Chalkboard Review
2023 study by Chalkboard Review
2023 study by Chalkboard Review
$11.5B
The total cost of losing teachers in the United States
The total cost of losing teachers in the United States
The total cost of losing teachers in the United States
2023 study by Chalkboard Review
2023 study by Chalkboard Review
2023 study by Chalkboard Review
The Process:
Research:
We conducted comprehensive research, which included interviews with teachers and students, field research, surveys, and market analysis. To enhance our understanding, we created user journey and empathy maps for teachers and students. These efforts allowed us to validate and refine our initial assumptions, and the insights gained from educators, pedagogical experts, teachers, and students informed the development of the gamified concept.
Integration with Edtech Products:
The AI component was developed to generate tasks that align with the selected values and provide an element of surprise and excitement.
Launch and Iteration:
Kitati was launched with a comprehensive rollout plan, and continuous monitoring allowed for iterative improvements and bug fixes.
Design and Development:
The platform was designed with user-friendliness in mind, considering the unique needs of young students. Development involved creating a visually engaging and interactive virtual environment.
Testing and User Feedback:
Multiple rounds of testing involved teachers and
students to ensure usability, engagement, and alignment with educational objectives.
The Process:
Research: We conducted comprehensive research, which included interviews with teachers and students, field research, surveys, and market analysis. To enhance our understanding, we created user journey and empathy maps for teachers and students. These efforts allowed us to validate and refine our initial assumptions, and the insights gained from educators, pedagogical experts, teachers, and students informed the development of the gamified concept.
Design and Development: The platform was designed with user-friendliness in mind, considering the unique needs of young students. Development involved creating a visually engaging and interactive virtual environment.
AI Integration: The AI component was developed to generate tasks that align with the selected values and provide an element of surprise and excitement.
Testing and User Feedback: Multiple rounds of testing involved teachers and students to ensure usability, engagement, and alignment with educational objectives
Launch and Iteration: Kitati was launched with a comprehensive rollout plan, and continuous monitoring allowed for iterative improvements and bug fixes.
The Process:
Research:
We conducted comprehensive research, which included interviews with teachers and students, field research, surveys, and market analysis. To enhance our understanding, we created user journey and empathy maps for teachers and students. These efforts allowed us to validate and refine our initial assumptions, and the insights gained from educators, pedagogical experts, teachers, and students informed the development of the gamified concept.
Integration with Edtech Products:
The AI component was developed to generate tasks that align with the selected values and provide an element of surprise and excitement.
Launch and Iteration:
Kitati was launched with a comprehensive rollout plan, and continuous monitoring allowed for iterative improvements and bug fixes.
Design and Development:
The platform was designed with user-friendliness in mind, considering the unique needs of young students. Development involved creating a visually engaging and interactive virtual environment.
Testing and User Feedback:
Multiple rounds of testing involved teachers and students to ensure usability, engagement, and alignment with educational objectives.
Screens
Testing Results
Outcome to
the problem
80%
Of teahcer stated Kitati helped them better control classroom behvior.
Of teahcer stated Kitati helped them better control classroom behvior.
Google Form Survey
Google Form Survey
70%
Of teahcer stated Kitati helped them idenfity clasroom dynamics.
Of teahcer stated Kitati helped them idenfity clasroom dynamics.
Google Form Survey
Google Form Survey
80%
Of teahcer stated Kitati helped them better control classroom behvior.
Google Form Survey
70%
Of teahcer stated Kitati helped them idenfity clasroom dynamics.
Google Form Survey
Project Takeaways
Lessons Learned: The project highlighted the importance of user-centric design in elementary education and the significance of adaptability in response to young learners' needs.
Future Plans: Future plans include expanding Kitati's reach to more schools and grade levels, incorporating additional features, and further refining the AI component.
Success Metrics: Success is measured by improved student engagement, the impact on values education, and the collection of valuable data for both teachers and principals.
Impact: Kitati aims to revolutionize elementary education by making values-based learning engaging and interactive. It provides educators with tools for effective teaching and empowers students to actively participate in their own education while fostering a sense of community within the classroom. Principals gain valuable insights into the character development of their students, contributing to the overall improvement of the school environment.
Project Takeaways
Success Metrics: Success is measured by improved student engagement, the impact on values education, and the collection of valuable data for both teachers and principals.
Lessons Learned: The project illuminated the importance of flexibility and adaptability in responding to user needs and preferences. It also highlighted the value of continuous improvement.
Future Plans: Future plans include expanding Kitati's reach to more schools and grade levels, incorporating additional features, and further refining the AI component.
Impact: Kitati aims to revolutionize elementary education by making values-based learning engaging and interactive. It provides educators with tools for effective teaching and empowers students to actively participate in their own education while fostering a sense of community within the classroom. Principals gain valuable insights into the character development of their students, contributing to the overall improvement of the school environment.
Project Takeaways
Success Metrics:
Success is measured by improved student engagement, the impact on values education, and the collection of valuable data for both teachers and principals.
Lessons Learned:
The project illuminated the importance of flexibility and adaptability in responding to user needs and preferences. It also highlighted the value of continuous improvement.
Future Plans:
Future plans include expanding Kitati's reach to more schools and grade levels, incorporating additional features, and further refining the AI component.
Impact:
Kitati aims to revolutionize elementary education by making values-based learning engaging and interactive. It provides educators with tools for effective teaching and empowers students to actively participate in their own education while fostering a sense of community within the classroom. Principals gain valuable insights into the character development of their students, contributing to the overall improvement of the school environment.