Kisomo is a data-driven platform available online and offline that makes quality and relevant secondary school education accessible to all youth in Sub-Saharan Africa. Kisomo allows students to have Fun & Engaging learning experience.
Kisomo allows students to have Fun & Engaging learning experience using relevant and interactive content, Teachers to Streamline and Monitor individual learning journeys of their students while earning extra income teaching online and Education stakeholders like The Government to make an informed decision on all matters related to Educational Technology using real-time and relevant data. We...
SEE ALLKisomo allows students to have Fun & Engaging learning experience using relevant and interactive content, Teachers to Streamline and Monitor individual learning journeys of their students while earning extra income teaching online and Education stakeholders like The Government to make an informed decision on all matters related to Educational Technology using real-time and relevant data. We leverage modern technologies such as AI, VR, Big Data Analytics & Machine Learning to provide the best learning experience and real-time education data to education stakeholders while Lowering the cost and time spent in setting up e-Learning infrastructure by offering off the shelf, tested and individually customized solutions.
SEE LESSStage 3: Proof of Concept
We validated the need through customer interviews, surveys and personal experiences. Also forming a customer base of more than 125,000 users from 175 schools across Tanzania and rapidly growing who allowed us to generate $350,000 in revenue to date.
Registered in Tanzania as For-Profitin Tanzania as For-Profit
Focus Areas:
Secondary Education, Soft or Life Skills, Inclusive Education and 2 MoreSEE ALL
Secondary Education, Soft or Life Skills, Inclusive Education, Higher Education and Methods & LearningSEE LESS
116,456
Lives Impacted to Date
$100,000
Funds Raised to Date
Problem
Kisomo exists because, 65 Million secondary school-aged children are out of school in Subsaharan Africa, and even for those who got a chance to get into school, the education system does not prepare them for the job market. According to UNESCO data out of 89% of students enrolled in primary education only 9% actually make it to tertiary education and only 6% graduate. Meaning the majority of these children are forced to enter the job market directly after secondary school education.
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Solution
Kisomo is a data-driven platform available online and offline that makes quality and relevant secondary school education accessible to all youth in Sub-Saharan Africa. Kisomo allows students to have Fun & Engaging learning experience, Teachers to Streamline and Monitor students individual learning journeys and Education stakeholders like The Government to make an informed decision on all matters related to Educational Technology using real-time and relevant data.
Target Beneficiaries
65 Million secondary school Age Children in and out of schools in Sub-Saharan Africa. These learners use our content for self-studying and teachers/instructors use our created content as a teaching aid to disrupt the chalk and talk teaching methodology which is less practical and also no longer interesting to learners in 21st Century who are well exposed to technology.
Mission and Vision
Our Mission is to make learning fun, engaging and accessible to all youth in Africa.
Competitive Advantage
Different players are existing in the market both local and international players, these include Digital learning providers like Khan Academy, Colibre and Eneza Education but also the traditional ways of learning which includes Books and teachers centred teaching.
Looking at our competitors we bring more value to our users by positioning ourselves as the most data-driven education technology solution in the market while offering personalized and locally relevant digital learning solutions. In other terms, we can say we think globally but act locally. Our solution includes a database of more than 2000 locally relevant and curated interactive visual learning content which includes; Real-life Videos, 3D & 2D Animations, Visual Illustrations and 10,000 Questions in Interactive Quiz format.
Planned Goals and Milestones
We are currently working on improving app performance to accommodate the growing number of users, also adding new features including a self-evaluation system, online testing, social forums and more curated relevant content while increasing our subject matter base especially on science subjects. We are currently offering more than 2000 curated videos through the mobile app and offline computer software with the plan to expand our content library to 3000 by the end of Q4 of 2021 and onboard additional 100,000 users in the same timeframe.
| Funding Goal | 250,000 |
| Projected Cumulative Lives Impacted | 200,000 |
| New Implemented Countries | Kenya, Uganda |
| Recruit | 3 Multimedia Content Developers, 1 Instructional Designer, 4 Science Teachers Volunteers |
| New Feature | Creating a student self evaluation feature with gaming options to increase user engagement and extending our video topics and subject coverage to provide learning opportunites to learners of every level in secondary school educations. |
The Team Behind the Innovation
We are a team of diverse youth with experience and professional backgrounds in different areas including Education, Information Technology, Finance & International Business. This diversity allows us to challenge the status quo and always come up with solutions that solve actual community needs. We have a strong experience with the local market needs and as part of our core value, we always make sure we have fun in what we are doing by doing something which we are committed and passionate about.
EXECUTIVE TEAM INCLUDES WOMEN