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IIM Lucknow Alum Nailed it - Brings Gamified Learning to Classroom with Eduisfun

Mar 21, 2016 | 4 minutes |

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Imagine a world where labour is obsolete, where fear to failure is something of past, but miraculously, everything about your child's education is better than ever before. No, we are not talking about a class run by robots, we are talking about a Mumbai based edugaming venture Eduisfun harnessing the power of games  for education because there are a lot of things we can learn from games to make that world happen. Eduisfun is founded by IIT Alumnus (Co-founders Praveen Tyagi & Jatin Solanki) and is devoted to the concept of game-based learning. It aims to make learning fun, easy & accessible to everyone through games. In general parents and students focus more on their grade rather than on fundamental skills.

Tests in schools are meant to motivate students. But a lot of students respond to testing by getting stressed out. Also, in this digital era, already established ways of learning, like books & physical classroom education, are now becoming slow in catching up with the pace at which education can be imparted to the fast-moving generation. There should be a better way to help students learn, change mindset and improve academic standards. So, Eduisfun is bridging the concerning gap, making learning fun for children by  providing an enhanced gamified learning experience to facilitate conceptual learning taking care of child’s requirements and grasping potential".

Eduisfun games Knowledge Kombat & Snailrush (a trivia game), are designed around concepts of Maths, Physics, Chemistry and  are currently live on  google play store.  Some of the unique features of these edugames are: These  games offers interactive learning (Involving students), they are focused on conceptual clarity, provides detailed performance insights to student as well as SMS reports to parents/teachers. Learning process is incentivized and good performers are rewarded.  Additionally, voice-guided slides and videos are linked, so students can recapitulate the entire content when required. The most unique feature is that these games work offline once installed enabling students to learn even without internet. 

Eduisfun has raised an undisclosed amount of seed funding from an educational institute based out in Mumbai. Its users have solved over 2,50,000 questions on its platform and its games on the Google Play store have gotten over 7000+ downloads. Eduisfun team. The venture has successfully formed tie-ups with many Mumbai schools of all levels - state, central and international schools, receiving positive feedback from everyone-principal, parents, teachers and students. The team has taken the initiative of offering “Gamified Learning Workshops” for school students of grades 7 to 10, where students will get to learn a topic of their choice through digital games and get full set of Eduisfun games for curriculum of next entire academic year. Going forward, Eduisfun aims to reach out to a larger student community and extend its games to cover more courses. Also the team want to make their games more hi-tech that appeals more to current tech-savvy generation. Other edugaming ventures are targeting mostly the course beginners, whereas Eduisfun has mastered in making games for secondary school students.

The company forecasts that the edugaming sector is yet in its early stage and offers abundant opportunity to grow without any chance of getting statured in the future foreseen. With increasing internet penetration and growing digitalization, it is bound to expand. Eduisfun Marketing Head, Purvi Chaudhary who is an IIML Alum added, “In gamified education world all you have to do is play all day and everything you need to do is getting done - you study, your family is happily supporting you, you have better social life, performance of school shows improvement and young generation becomes more productive”.