Ender

Ender

Our challenge, your solutions
challenge
winner

Gamifying

Ender is platform for adaptive learning and growth .Helping with Gamifiyng education . 

pdf

Team: Ender

Team members

Nicoloz Tbileli, Nikoloz Meladze-Jaiani

Members roles and background

Designer, Developer - Niicoloz Tbileli

Game Developer, Creative Lead - Nikoloz Meladze Jaiani

Nicoloz Tbileli, student of San Diego State University, computer engineering. Has worked in the field around 6 years, starting with freelance jobs, continuing working on Design, Ai and software development in the last few years worked on projects in a variety of fields. Presented a project on IEEE black sea conference, won 3rd place in imagining cups regional final and etc.

Nikoloz Meladze-Jaiani, student of San Diego State University, computer engineering. Has worked in the field for around 2 years, starting with freelance jobs, continuing working on Game Development, and Web-Development.

Contact details

ntbileli@gmail.com

Solution description

Ender platform gives educators a way to easily create their question banks and quizzes using which they can choose a curriculum and test out the knowledge of students and train them for fast thinking. by creating a mix of normal LMS systems and a gaming platform creating an adaptive learning environment, by giving adaptive games suited for different occasions.

Solution context

At the moment most of the educators are using Quizlet or google forms to test out knowledge of the 12-k students, which is mostly non-interactive and creates a dull dynamic between teachers and students that worsens the class performance, plus introduces a stress element which has a truly detrimental effect on the students. Ender platform gives teachers an option to test out and teach students in a way that would engage and entertain the students, without stressing them and helping them by giving them quick questions and tasks oriented on learning

Solution target group

Our target demographic is mostly from pre school to 9th grade students and educators and educational facilities 

Solution impact

Increase in the in-class performance of students, a better understanding of students using the analytics for a more specialized approach to individual learning

Solution tweet text

Future Of Online Education. Interactive Learning Using games!

Solution innovativeness

There are a lot of educational games that are rigid because they are stuck to predetermined questions, scenarios, and storylines that are only useful once, whilst the ender ecosystem shall give the opportunity to the educators to personalize and build a new learning curriculum using this interactive platform.

Solution transferability

Its easily transferable to any educational field ,because of the lightweight approch we are taking and the fact its all 100% digital and adapted to most platforms . It can be used in higher education as well but would need more sophisticated approach . 

Solution sustainability

We see it as a big task but one that can be managed sustained and grown , by integrating it to other lms-s and growing the ecosystem. 

Solution team work

We have been working togther for a time and are planning to continue in a long run . 

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DigiEduHack 2021 partners & supporters

DigiEduHack is an EIT initiative under the European Commission's Digital Education Action Plan, led by EIT Climate-KIC and coordinated by Aalto University. In 2021, the main stage event is hosted by the Slovenian Presidency of the Council of the European Union in cooperation with the International Research Center on Artificial Intelligence (IRCAI) under the auspices of UNESCO.

EIT Climate-Kic

Aalto University

European commission

Slovenian Ministry of Education, Science and Sport

International Research Center on Artificial Intelligence

EIT Community: Human Capital