Classroom Heroes
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Classroom Heroes

Games that turn classrooms into adventures for everyone.
Investment overview
Impact category
Social economy
Investment type
Loan
Yearly interest
5
%
Term
6
months
Risk level
The Risk Rating is the result of our credit risk assessment, which looks at the promoter’s financial strength and the project’s viability. It’s shown from A+ (lowest risk) to D (highest risk) and helps you compare projects and make informed decisions.
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https://goparity.com/projects/classroom-heroes-109

Description
Impact
Financial viability
Promoter

What will you be financing?

SPOT GAMES is a Portuguese start-up that develops tools which help teachers to inspire and captivate all kinds of students to outperform themselves and become the heroes of their own histories.

This year, the Spot Games will change the learning experience of over 20,000 students in more than 20 Portuguese municipalities. The company is also taking the first steps in Mozambique, targeting young people without access to schools. With their inclusive design, the discipline syllabuses become adventures where each pupil becomes the hero of their own story, and where each teacher gains a new role in this narrative: they become game masters, who guide their class and respond to the specific necessities of their students, guiding them to surpass themselves.

To measure its impact, the start-up compares the performance of a target group of pupils, to a control one. The impact and educational objectives of each game are determined by partners such as the Portuguese Directorate General for Education or the schools with which it collaborates and receives feedback from the community of gamemaster teachers. Another measurement methodology is based on the perception each teacher has of each tool.

This year, amid the pandemic and the expansion of its operations to cover a universe of over 20,000 students in over 20 Portuguese municipalities (as well as in Mozambique, although at an early stage, with young individuals without access to schools), the company needs to continue heavily investing in the development of the digital versions of its solutions, in order to reach all of those who already and those who will in the future benefit from the unique learning experiences that these games bring to classrooms.

The funds raised through this campaign will be used as a treasury credit line until the company receives the funds it has already raised.


What is the impact?

Promotion of innovative, more inclusive, interactive and personalized teaching programs in schools:

Teachers from more than 60 schools, from the 1st to the 12th year of compulsory education, have used Spot Games as a way to motivate more than 20,000 students to become the heroes of their own history. In 2021, this teaching method is expected to grow and reach to 100 schools transformed by Gamemasters teachers, as well as expand internationally, with the expansion of SPOT GAMES responses to a group of 1,200 young Mozambicans without access to schools due to the Covid-19 pandemic.

Providing engagement tools for teachers, effective in schools of all contexts:

With access to these digital tools, teachers are able to use innovative and more inclusive approaches in the learning process and transform learning experiences in their classrooms. That is why 91% of gamemasters teachers feel that their classes are more fun and 95% say that, with the challenges brought by games, their students are more collaborative. These improvements are felt most dramatically with students in social vulnerability, typically inserted in Priority Intervention Educational Territories (TEIP Schools).

Concrete improvements in the use of different disciplines even in a pandemic period Covid-19:

Regarding the Portuguese language subject, 91% of students who used the Logos game (for 1st year students) demonstrated improvements in written production and 79% of students who used the Aniquir game (for the 3rd year) showed significant improvements in the domains assessed in the 9th grade national Portuguese and Mathematics exams. In Mathematics 96.7% of students who used the SLEP game, demonstrated that it is useful for the development of numeracy and literacy (in the 1st year). Finally, regarding the subject of Citizenship and Development, in a Covid-19 pandemic period, 83% of the students who used the SPOT Citizenship game showed improvement in the acquisition of content and 81% of the students who used the O Nosso Chão game demonstrated improvement in civic and community participation.

Impact indicators

CO2 avoided per year
clean energy
created by our projects
of sustainable
10000
impacted

Contribution to the Sustainable Development Goals

About the Promoter

About
Epic Student - Associação

Promotion of innovative, more inclusive, interactive and personalized teaching programs in schools:

Teachers from more than 60 schools, from the 1st to the 12th year of compulsory education, have used Spot Games as a way to motivate more than 20,000 students to become the heroes of their own history. In 2021, this teaching method is expected to grow and reach to 100 schools transformed by Gamemasters teachers, as well as expand internationally, with the expansion of SPOT GAMES responses to a group of 1,200 young Mozambicans without access to schools due to the Covid-19 pandemic.

Providing engagement tools for teachers, effective in schools of all contexts:

With access to these digital tools, teachers are able to use innovative and more inclusive approaches in the learning process and transform learning experiences in their classrooms. That is why 91% of gamemasters teachers feel that their classes are more fun and 95% say that, with the challenges brought by games, their students are more collaborative. These improvements are felt most dramatically with students in social vulnerability, typically inserted in Priority Intervention Educational Territories (TEIP Schools).

Concrete improvements in the use of different disciplines even in a pandemic period Covid-19:

Regarding the Portuguese language subject, 91% of students who used the Logos game (for 1st year students) demonstrated improvements in written production and 79% of students who used the Aniquir game (for the 3rd year) showed significant improvements in the domains assessed in the 9th grade national Portuguese and Mathematics exams. In Mathematics 96.7% of students who used the SLEP game, demonstrated that it is useful for the development of numeracy and literacy (in the 1st year). Finally, regarding the subject of Citizenship and Development, in a Covid-19 pandemic period, 83% of the students who used the SPOT Citizenship game showed improvement in the acquisition of content and 81% of the students who used the O Nosso Chão game demonstrated improvement in civic and community participation.

Promoter website

https://spotgames.org/

Business Model

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