Stage 4: Transition to Scale
We co-designed our solution with 5 secondary schools in our community; we have now developed a prototype of our 3D Virtual Lab Software and done Proof Of Concepts with these five schools. Currently, we are developing a beta-version of our 3D Lab.
Registered as a For-Profit in Nigeria.
Education, AR/VR and Cognitive Development
Education, AR/VR and Cognitive DevelopmentSEE LESS
Funds Raised to Date
Generally, the quality of practical science education in secondary schools in Nigeria has been on the decline as evidently shown by the poor performances of students especially in science subjects in the West African Secondary School Certificate Exams & NECO Exams. Failure rate of sciences has been above 70%; the lack of well trained, qualified teachers & lack of practical science laboratories with facilities & equipment for teaching are the major factors that have been identified by researchers
Our solution, StanLab, is a 3D virtual lab application that simulates science practicals and allow students to control the simulation as they perform experiment in a hands-on manner using a 3D motion sensing device such as Intel RealSense. Thus providing access to quality science eduaction for students without access to traditional, physical science laboratories. A Student can fill up a cylinder with a basic compound, pour acid into a burette to perform a titration experiment all using gesture
We aim to provide quality science education to several millions of less privileged students and their schools without access to traditional physical laboratories and quality educational materials in developing countries of Africa, Asia and Latin America. Another important beneficiary of our solutions are millions of displaced students who live in refugee camps lacking access to traditional school facilities including laboratories and other quality educational materials for learning science.
Mission and Vision
Our vision is to empower African, Asian and Latin American youths with quality, 21st century education that turns them into skilled labour to catapult the development of their countries and region. Our mission is leveraging emerging technologies like virtual/augmented reality to build applications that disseminate quality learning material for quality education of developing countries young population
Each practical class "labs" are 3D simulated in our software which is installed on a desktop/laptop computer. The software allows students to control the simulation as they perform experiment in a hands-on manner using a 3D motion sensing device such as Intel RealSense. The introduction to the practical class is a game-based story which the students can watch and play on their phone or in an immersive virtual reality device such (Google Cardboard, Oculus VR). Using the desktop app, a student can fill up a cylinder with a basic compound with a touch gesture, determine a certain amount to be poured into an ErlenMeyer Flask and bring up a dropper to add an indicator and see real-time reactions such as colour change and moving on he or she can pick up a cylinder and filled it with acid and then pour that acid into a burette for a titration experiment to be performed in Stanlab.
1. StanLab has uses for both classroom demonstration of practicals and personal study. The classroom use case is being customly developed for schools in Nigeria where classes are usually large and where students might not be able to afford a device. In this case, the displays are projected on a board or classroom wall and many students can take turns for practice.
2. Game-Based and Story-Telling Pedagogy with real-life applications of topics to be learned by students. Every of our "labs" starts with a story that tells the practical application of the "lab" that a student is about to learn in a game mode to intrigue students, create curiosity and teach real life application of subjects.
3. Instead of just mouse point and click or touch like many virtual laboratory software, StanLab allows users to use natural gestures for interactivity and immersion
4. There is a gamification system with social networks where students get badges for good work done and can share with friends
Planned Goals and Milestones
Scaling to other West African Countries.
|Projected Cumulative Lives Impacted||2|
|New Implemented Countries||Ghana, Cameroon, Burkina Faso, Benin, Liberia, Cote d'Ivoire, Togo|
|Recruit||2 managment, 5 engineers, 3 sales, 10 volunteers|
|New Feature||Internationalization of our software, customization to countries' specific science curriculum|