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Resource:Tullpi: The magic of bottle caps

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= How did the idea came up? =
<p style="text-align: justify;"><span id="docs-internal-guid-d3370208-e755-cd3a-890b-e9283761a244"><span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); font-familyvariant-numeric: Arialnormal; font-sizevariant-east-asian: 14.6667pxnormal; textvertical-align: justifybaseline; white-space: pre-wrap;">The idea was born when the founder’s little sister received a tablet for christmas and he was astonished by the lack of educational games. Both of his parents are pedagogues and with their help they started thinking about how to solve this problem. The concept behind the idea was that kids need physical interaction to enable reflection about what they want to achieve.</span></span></p><p style="text-align: justify;"></p><p style="text-align: justify;"></p> 
= Why is it different? =
<p style="text-align: justify;"><span style="color: rgb(0, 0, 0); font-family: Arial; font-size: 14.6667px; text-align: justify; white-space: pre-wrap;">Unlike other movements with educational purposes, they specifically focus in the context of Latin America. For example, in the US, 40% of the tables are iPads. However, this ratio barely reaches 1% in the context of Latin America. Having this focus, they’ve moved to Brazil to gain competitive advantages. In this pivoting opportunity they now face a much bigger target audience by working with organizations related to education which are in charge of school groups in India which involve about two million students. A reference in the US is Osmo, providing a new tool for class rather than just a purposeless game. This focus in the emerging markets has a huge potential due to the large number of countries with the need and the way they solve this problem.</span></p>
2020 uiguides, 2021 uiguides, 2022 uiguides, 2025-cohort-mentor
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