If the student decides to press the "I accept the challenge!" button, the two young scientists who introduce them to the game, which takes place on a space station, will help them complete six missions. Each mission will consist of a practical component, a theoretical component covering the basic concepts of the subject, and a challenge where they apply what they've learned.
It is aimed at families, schools, and shops.
The goal is for children and young people to learn about new technologies using a language they understand and enjoy: the language of play, explains Jaume Quintana, the company's marketing director and one of its three founders, along with CEO Rafael Cortés and technology director Érik Velasco.
The course catalog includes other topics such as bionics, video game creation, an introduction to artificial intelligence, machine learning, home automation and the Internet of Things, mechatronics, and renewable energy. All courses are 2D, interactive, and gamified.
They consist of a practical part, a theoretical part, and the challenge is to apply what has been learned.
The startup has opened a three-pronged business line to sell its product, focusing on schools and educational institutions, families, and stores. The forecast is to reach 100,000 users with this first batch of games. So far, the second is the most developed. Between 70% and 80% of sales since the company's inception in May of this year have come from families, says Quintana, who estimates that more than 5,000 courses have been sold this way. Prices are €9.99 per month, €59.99 per semester, and €99.99 per year.
The remaining 20% is divided between schools and educational institutions, a niche that is rapidly growing. The most important contract they have signed is with the Government of Aragon, where a pilot program for these courses will be launched in October. First, teachers will be trained, and then the courses will be taught to 5th and 6th grade students in 25 schools across the region, he explains. The aim is to replicate these agreements with the education authorities of other regions.
The percentage of stores is still at zero, but an agreement has already been reached with Fadisel, a company specializing in the distribution of electronic products, to place these courses in 150 stores in Spain and Portugal starting in November, in time for the Christmas season.
Starlearn plans to launch its seed funding phase around February or March 2023. "We want to raise half a million euros to hire specialists to help us with the gamification process and educators to simplify the curriculum and adapt it to a level that speaks a child's language," says Quintana. The money will also be used to develop new games and more advanced levels with a 3D interface and a metaverse-like environment.
In 2023, they aim to exceed 100 available courses, expand first throughout Latin America and then to other markets, for which they are already preparing the translation of their content into more than seven languages, starting with English, French, and Portuguese.
Growth.
The combination of technological advancements, digitalization, and the pandemic has fueled the rise of educational technologies, or EdTech, as an alternative learning model to the traditional one. Its impact in Spain has been particularly significant. According to SEK Lab, an accelerator for these types of companies, there are 250 of these startups in Spain, more than in Germany.
Gamification.
Many of these new startups use a game-based teaching and learning approach. Gamification is an essential component of these recent models. Its widespread use has a significant economic impact. P&S Market Research, a market research provider, estimates this impact at over €20 billion by 2022.
Benefits.
The University of Colorado has studied the benefits of using these types of tools in learning processes. It has concluded that simulation games, compared to other learning methods, result in a 9% improvement in knowledge retention, 14% more skill-based knowledge, and 11% more literal knowledge.
Programs.
These new companies will benefit from the implementation of the Code School 4.0 Program, created by the Government to incorporate programming and robotics into the educational stages of Early Childhood, Primary and Compulsory Secondary Education (ESO) and bring this language to its almost six million students.
