UW-VELO-03: Educational Games

The problem

Many students struggle to achieve mastery in many different types of content and educational institutions. Attempts to make educational outcomes a “game” have been frequent, and largely unsuccessful.


Importance and scale 

Almost all of the most desirable occupations in the industrial world require post secondary education. Moreover, without basic literacy and numeracy skill, virtually everyone is condemned to the periphery of society anywhere on earth. While there have been advances in educational levels, resources are strained. And even where schools are very well-funded, some students failed to achieve their educational goals. A new tool to improve the effectiveness and efficiency of education would be very powerful. Currently, nine out of ten children in the world are enrolled in primary schools, but many children in poor countries learn next to nothing due to low quality teaching. According to a recent World Bank study of seven sub-Saharan African countries, half of nine-year-old students cannot read a simple word and three-quarters cannot read a simple sentence. Only 7% of teachers had the minimum knowledge needed to teach reading and writing effectively. At the same time, according to a 2018 Metaari research report, over $1.7 billion in funding has gone to educational game companies in 2016 and 2017 across the globe. The global game-based learning market is in a boom phase, and total revenue is expected to reach over $17 billion by 2023, with Africa expected to have the highest growth rate of 60.1% over the next five years. New technologies like AR, VR, and AI will improve user experience and drive growth.


Additional project details

More information about this project will be shared during the kickoff meeting. Students will receive all the details they need at that time.