Learning through Games
Education

Learning through Games

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With the goal of making learning fun and easily accessible to everyone through games, Eduisfun came into existence. In an interview with Elets News Network (ENN), Jatin Solanki, CEO of Eduisfun shares about company’s initiatives, challenges, target customers and future plans

Why did you decide to launch your initiative?

Failure is not embraced in learning as failing in an exam or test is seen as a big deal in education. Whereas games have the inherent ability of embracing failure because, in games, you try – fail – retry – master and then succeed. That is what learning is all about. That’s where the need of games into education came into picture. At Eduisfun, we make learning fun and easily accessible to everyone, through games.

What was the most challenging part, while setting up your company?

As the concept was novel, the most challenging part was to put together a team of academicians (with over 20 years of teaching experience) and tech geeks (designers, developers). We are a rapidly growing team (comprising alumni of IIT, IIM, Ex-employees of EA Sports, Disney India Games, Wipro, etc) and believe in the following things:

  • Each other; 
  • Taking up crazy, impossible goals is a good thing; 
  • Work is worship, but sleep is better;
  • Innovation in school Education can be revolutionised;
  • We’re going to do it – with games; 
  • We will make learning fun, easily accessible to everyone.

Who do you see as your target customers? How are you reaching them? 

We have multiple products into learning, assessment and quizzing. The learning and assessment products are targeted to students of Grade I-X (age 6-15 years). While, our quizzing game is suitable for any age group, wanting to quiz in GK, History, Cricket, etc. 

We help students learn maths and science, and prepare them for competitions like International English Olympiad (IEO), National Cyber Olympiad (NCO), International Mathematics Olympiad (IMO), National Talent Search Exam (NTSE), National Level Science Talent Search Exam (NSTSE) etc.

Our games are available live on our page on Google Play Store. Across the globe, over 10,000 users are reaping benefits of our EduGames for learning, assessment and quizzing purposes. Recently, our games have been quoted as one of the best ‘edutainment’ apps by AppLobster. Our games have been topping the trending list on Google Play Store and have got featured in top sites like TheGreatApps.com, ThePopularApps.com, etc. 

What are the major benefits for institution/individuals adopting your solutions? 

Our well-researched Edugames, with unique features, reward students for good performance and provide a stress-free way of learning. When an institution chooses to partner with us, we can assure that it will be working with the best technocrats and learning experts in education industry, with over 30 years of collective experience. Over the past two years, we have partnered with prestigious chain of educational institutes like DPS, Kendriya Vidyalaya, Pace Education Trust etc. Eduisfun is praised by its partner institutes for providing a learning approach that overcomes the limitations of traditional form of learning.

Do you have much competition? What is the biggest hurdle you have faced or are still facing?

Like every company, we do have to face competition. Today, the attention span of kids is too small. They have lot of options to learn (school, classes, workshops, games, sports, TV, movies etc) and little time (only 24 hours a day). Also, for learning, they can opt for any tutor, other apps, websites, books etc. But in our own way, we have made our space in between entertainment and education. We are becoming the fast food of education where a child can play a five minutes game in an elevator or while travelling to grasp a small concept while competing with their friends globally in a fun way. This penetration is taking time but surely is catching up.

Where do you see your company in 5 years time?

Let me paint the future for you. In the next five years, technology will shape our lives in almost all sectors – be it health care, education, agriculture etc. Kids will no longer have to  travel distances to schools or tuition for learning. Quality education will be at their fingertips. And not only that, edutainment will become a big part of learning. You see some part of it coming true today.

Eduisfun is the pioneer in the edutainment sector globally and would have achieved its goal of making learning fun and easily accessible to everyone through games.

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