FazGame connects teachers, students and the community to create educational storytelling games and develop 21th Century skills
By engaging students in the learning process and reducing school dropout rates, we contribute to promote equal acess to opportunities.
FazGame has a library of scenarios, characters and objects that provides contextualization.
It also allows the import of scenarios and characters.
FazGame has a simple interface to create the game narrative, without coding.
FazGame measures the development of the students' competences, reporting the result to their teachers.
Teachers and students engaged in game creation process
Explain your project idea (2,000 characters)
Altough we live in a connected world, most of the classes take place in a decontextualized and expository way. This scenario generates many consequences. One of them is the influence in school dropout rates, that in Brazil, in Basic Education, is 43%.
School dropout happens mainly because the class isn´t interesting or meaningful for students.
To solve this challenge, we created FazGame. A software in which students as young as 10 years old create their own educational storytelling games.
FazGame is designed to help in changing the class environment, letting students learn in a proactive way, as they engage in game creation projects.
FazGame is a software that works triggering students motivation to learn. In game creation projects, students develop skills such as creativity, collaboration, critical thinking and problem solving (tracked and measured by FazGame), that are fundamental to our times and will prepare them for their future lifes and challenges.
As the following implementation projects:
- students from a public school from Santa Maria, Rio Grande do Sul, created a fiscal education game that was incorporated in the municipality site, in a project that integrated education, technology and entrepreneurship.
- 12,000 children living in communities in high-risk areas have created games to work on issues such as conflict mediation and socio-emotional skills. In a methodology validated by Unesco, within the “Escolas do Amanhã” Program of the Municipal Secretary of Education of Rio de Janeiro.
- 10,000 students from professional education courses at SENAI in Rio de Janeiro - National Industrial Apprenticeship Service - that are applying FazGame to learn and teach. The created games will be curated to be part of the network learning objects.
- Students from “Vila Olímpica do Maré” , a community in Rio de Janeiro, are learning about Sporting Values such as respect, persistence and collaboration, as they create games about the themes of sports activities
Who are the beneficiaries? (1,000 characters)
Our beficiaries are students from K-12 from 10-14 years old, from public and private schools. In Brazil, we have 20 million students and about 85% attend to public schools.
A student from a public school in Campo Grande, Rio de Janeiro, engaged in game creation process.
Workshop for teachers of the Municipality of Rio de Janeiro
Hight dropout rates are a consequence of students repetitions and lagged students.
As FazGame is implemented by the teachers in classrooms of different curriculum contents, students are motivated to learn. As students increase content retention and academic results, and also develop 21th Century Skills, they realize the importance of staying in school.
How is your idea unique? (1,000 characters)
Our main differencial is to integrate content learning and competencies development in a unique learning process, to make the adoption in the classroom in an easy way. Most pedagogycal tools are based on content learning (e.g: math games such as Matific) or in competencies development (e.g. Maker tools such as Scratch).
We´re developing lesson plans associated to curriculum content to simplify teachers adoption.
FazGame inserts flexibility in the learning process, as learning paths can be chosen by teachers and students.
With FazGame, students are envolved in an authoring and creative expericence, learning through storytelling, with greater content retention.
FazGame brings game design to students and teachers in a simple way, without coding. This will let multiply the use of games in Education.
FazGame integrates gamification easily to different curriculum contents.
FazGame has a systematic process to track and measure 21th Century Skills development.
Idea Proposal Stage (choose one)
Early Adoption: I have completed a pilot and analyzed the impact of that pilot on the intended users of the idea. I have begun to expand the pilot for early adoption.
Tell us more about your organization/company (1 sentence and website URL)
TecZelt develops gamified technologies to develop 21th Century Skills, improving the quality of education and reducing school dropout rates.
Organization Filing Status
Yes, we are a registered company.
In 3-4 sentences, tell us the inspiration or story that encouraged you to start this project.
My team developed an Entrepreneurship Game for kids, and ran a project for 150 students from public schools. We measured the impact of games in the motivation to learn and content retention. I was inspired by a 9 years old children that asked me: ´Who created the game? Can we create games?´
At the same time, I was working in an authoring tool to create an e-learning course for teachers.
Putting these 2 concepts together: game creation and authoring tool - I had the idea to develop FazGame.
Please explain how your selected topic areas are influenced, in the local context of your project (1,000 characters).
Prosperity is influenced by Education. As we give equal access to opportunities with high quality of education, the chances of equalizing prosperity in society increase.
In Brazil, we have a correlation between school dropout rates and the increase of violence. If people have fewer access to Education, they also have less opportunities, which increases their chances of being involved in drug dealing and other illegal activities. When public systems increase the number of hours these students stay at school and develop activities to engage students in the learning process, they are contributing to reduce school dropout rates and also to reduce violence. In Brazil we have a couple of programs that work with ´high risk´ students and comunities, and FazGame is fit to these programs, making Education influence in peace.
Who will work alongside your organization in the project idea? (1,000 characters)
We have a partnership with the Municipality of Rio de Janeiro, where we already run a project to implement FazGame in schools that are in high risk areas. This project was validated by Unesco (http://unesdoc.unesco.org/images/0024/002442/244284por.pdf).
We have been honoured as one of the most innovative startups from creative industry for Latin America and Caribbean by InterAmerican Bank in Demand Solutions event in 2016 (www.iadb.org/pt/noticias/comunicados-de-imprensa/2016-10-10/bid-comemora-noite-de-empreendimento,11591.html) and are also part of a group of Latin American Startups of World Economic Forum (https://ifcext.ifc.org/ifcext/Pressroom/IFCPressRoom.nsf/0/655584005C46FBF1852582400060ED02?OpenDocument)
We closed a partnership to start selling FazGame in English spoken market with finish Disrupt100 company TeacherGaming DESK.
We are negotiating partnerships to implement FazGame in the municipalities of Manaus and Florianópolis for public schools.
Please share some of the top strengths identified in the community which your project will serve (500 characters)
At the same time that Brazil has high school dropout rates, it has a high demand for professionals. According to the Industrial Work Map 2017-2020, prepared by Senai, Brazil will need to qualify 13 million workers to meet the needs of industrial production. According to IT researches, about 450.000 information technology jobs will not be completed by 2019. The longer kids remain at school until it´s conclusion, the bigger the chances they have to be successful in the professions of the future.
Our prior target is Brazil, mainly in Rio de Janeiro, Florianópolis and Manaus.
How many months are required for the project idea? (500 characters)
24 months. In the first year, we will develop new functionalities in the software and create 100 lesson plans associated to curriculum content from 5th to 9th grades. We will work in a co-creation process with teachers and students, with their validation in pilot projects. In the second year, we will run FazGame projects at least for 3.000 students, measuring the impact in academic results, frequency at school and indirect impacts in the community.
Did you submit this idea to our 2017 BridgeBuilder Challenge? (Y/N)
If Yes, how has project idea changed, grown, or evolved since last year? (2,000 characters)
We closed a partnership with the finish startup TeacherGaming and integrated FazGame to the game based platform DESK. FazGame is part of a pilot project in a couple of US municipalities.
FazGame in Brazil EdTech Conference 2018.
FazGame in the news - at Folha de São Paulo newspaper
Students from Maré Olympic Village in a FazGame Workshop.
Students from public schools from Santa Maria, Rio Grande do Sul, creating games with FazGame
Students from public schools from Santa Maria, Rio Grande do Sul, in the news. Thet created a fiscal education game that was incorporated in the municipality site.
FazGame Integration to DESK Platform from TeacherGaming.
We have been finalists in a government process called FINEP Startup - we were 25 finalists between 500 startups.
We were selected to represent Brazil at Slush GIA Acceleration Program in Finland.
We were invited to InterAmerican Bank WeXChange 2017, that brought toguether Latin America women entrepreneurs in Tech.
We have been selected for WEF (World Economic Forum) Latin American startups group (https://ifcext.ifc.org/ifcext/Pressroom/IFCPressRoom.nsf/0/655584005C46FBF1852582400060ED02?OpenDocument).
FazGame was implemented for teachers and students from 27 schools of SENAI RJ, for 120 students of InterAmerica School in Goias, for 100 students from public schools of Maré Olympic Village, for 10 students of Public School Castro Alves (Santa Maria/RS), for 18 students from Master in Education and New Technologies at UNINTER University. The platform 900 published games.