We are using cookies to give a better service experience. By using our services you agree to use cookies. Read more

Accept
Reject
search
clear

Experience the next frontier in science education. Think Duolingo meets Minecraft - for STEM!

Inspirit contains hundreds of interactive and breakable 3D science models and environments. We are building a gamified interactive iOS STEM Education VR app (Duolingo meets Candy Crush) allowing students to break apart models, learn processes, experiment, and answer questions. Our labs can be aligned to any curriculum and are available on the web browser for teachers to share with their students.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Web presence

2019

Established

40K

Children

6

Countries
Target group
All
Updated
March 2021
These students are using TikTok and Roblox- platforms that are highly interactive and engaging. I have a strong feeling the drivers of Inspirit are going to be students craving something...better!

About the innovation

Why did you create this innovation?

Over 50% of students drop off because of low attention spans, passive classroom/instructions, and lack of engagement. The best way to learn STEM is through experience, and most digital learning content is passive, non-interactive, and usually just a teacher and a whiteboard (online or offline). With the growth of EdTech products in the classroom, the 1-1 hands-on learning experience is diluted.

What does your innovation look like in practice?

Inspirit contains hundreds of interactive and breakable 3D science models and environments. We are building a gamified interactive iOS STEM Education VR app (Duolingo meets Candy Crush) allowing students to break apart models in 3D worlds, learn processes, experiment, and answer questions.

Our science labs are also available on the web browser for teachers to share with their students. Our labs can be aligned to any curriculum and used for any grade level. While VR is a dream for many, we have ensured our platform is accessible by making it available on the iPhone and Chrome browser on any laptop.

We show large improvements in critical thinking and student engagement time on our platform. The average increase in outcomes is generally ~10% for ed-tech interventions, but we have shown (1) 24% increase in critical thinking skills (2) 18.6% increase in self-efficacy and confidence towards learning science (3) At least one-grade point increase in knowledge retention

How has it been spreading?

We currently have 40,000 teachers and students using Inspirit with their students across North America and Asia.
We want to become the verb for 'STEM' similar to how Google has become the verb associated with 'search'. STEM is becoming globally important, yet the abstract concepts most of the field consists of prove to be invisible barriers to learning and applying complex concepts.

We will:
1) Build user-paced interactive STEM games allowing students to learn abstract concepts in 'Fortnite-like' environments.
2) Build low/no-code creator tools allowing users to create their own interactive virtual STEM simulations
3) Stay lean and hardware agnostic to ensure we can adapt to new hardware devices
4) Adapt to different STEM verticals like vocational instruction, healthcare, etc.

If I want to try it, what should I do?

Sign up for our free beta program on www.inspirit.academy so you can download our iOS app in April 2021!

Spread of the innovation

loading map...