Schools of Heroes
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Schools of Heroes

Teachers and students become heroes of their own stories.
Investment overview
Impact category
Social economy
Investment type
Loan
Yearly interest
6
%
Term
24
months
Risk level
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https://goparity.com/projects/schools-of-heroes-138

Description
Impact
Financial viability
Promoter

What will you be financing?

With the help of the funds raised in December through the GoParity platform, SPOT GAMES had the opportunity to further develop its solutions and therefore create and start to implement a new transformative concept: The Schools of Heroes.

With this new concept, instead of developing games based only on the curriculum of a specific subject, designed to be promoted by only one teacher, SPOT GAMES bet on the creation of games with multidisciplinary curricula, promoted through a back-office shared by the various teachers of each class.

This resulted in an increase in the number of teachers using our tools in each school, with adoption rates above 90% per school; and an increase in the number of games promoted in an academic year in each class from 1 to 3.

To respond to this change, the licensing model changed. Instead of having a model where the buyer pays per individual class, spread over different schools in each territory, we now sell licenses by school (the Schools of Heroes) where the whole school has access to all the gamified curricula of SPOT GAMES.

To strengthen the value proposition for the Schools’ Administrations (which have now become the main decision makers in the purchase of the Schools of Heroes), we developed an integrated solution, which allows them to customize the School of Heroes regarding the curricula used, teachers’ training promoted and impact analysis’ measurement.

New Schools of Heroes have been created all over Portugal financed by their respective municipalities. In the 1st semester of 2021 alone, the number of municipalities using SPOT GAMES increased by over 250%, as a result of the loyalty of old customers and the adhesion of new ones.

With this unexpected growth and contact with these schools and municipalities (given this period of a pandemic), the main need and request that we heard was to have 100% digital solutions available for elementary school students as well.

The company is confident that with the requested investment of 100,000€, it will be able to:

Develop and implement a digital solution for elementary schools;

Impact a universe of over 50,000 new students in Portugal and Mozambique.

What is the impact?

Direct:

SPOT GAMES produces digital and multidisciplinary gamified learning tools that allow public schools to introduce innovative pedagogical practices across different subjects, generating impact on different levels

  • Implementation of teaching programs in schools that are innovative, inclusive, participatory, and personalized:Teachers from more than 60 schools have used Spot Games as a way to motivate more than 40,000 students to become the heroes of their own story;In 2021 we expect to be in 100 schools transformed by Gamemaster’ teachers - also known as Schools of Heroes; We also plan to expand our international operation, with the development of SPOT GAMES’ responses to a group of 1,200 young Mozambican girls without access to schools due to Covid-19.
  • Provision of engagement tools for teachers, effective in schools of all backgrounds: With access to the startup's digital tools, teachers are able to use innovative and more inclusive approaches and create new learning experiences in their classrooms: 91% of Gamemaster’ teachers feel that their classes are more fun; 95% say that, with the challenges brought by games, their students are more collaborative. These improvements are felt most dramatically within students who live in social vulnerability, and typically a part of Priority Intervention Educational Territories (TEIP) Schools.
  • Concrete improvements in school performance, even during Covid - 19: Portuguese for elementary school students: 91% of the students who played the Logos game demonstrated improvements in writing. Mathematics for elementary school students: 96.7% of the students who played the SLEP game demonstrated an improvement in the development of numeracy and literacy skills. Portuguese and Mathematics for middle school students: 79% of the students who used the Aniquir game demonstrated significant improvements in the domains evaluated in the 9th grade’s Portuguese and Mathematics national exams.
  • 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

Direct:

SPOT GAMES produces digital and multidisciplinary gamified learning tools that allow public schools to introduce innovative pedagogical practices across different subjects, generating impact on different levels

  • Implementation of teaching programs in schools that are innovative, inclusive, participatory, and personalized:Teachers from more than 60 schools have used Spot Games as a way to motivate more than 40,000 students to become the heroes of their own story;In 2021 we expect to be in 100 schools transformed by Gamemaster’ teachers - also known as Schools of Heroes; We also plan to expand our international operation, with the development of SPOT GAMES’ responses to a group of 1,200 young Mozambican girls without access to schools due to Covid-19.
  • Provision of engagement tools for teachers, effective in schools of all backgrounds: With access to the startup's digital tools, teachers are able to use innovative and more inclusive approaches and create new learning experiences in their classrooms: 91% of Gamemaster’ teachers feel that their classes are more fun; 95% say that, with the challenges brought by games, their students are more collaborative. These improvements are felt most dramatically within students who live in social vulnerability, and typically a part of Priority Intervention Educational Territories (TEIP) Schools.
  • Concrete improvements in school performance, even during Covid - 19: Portuguese for elementary school students: 91% of the students who played the Logos game demonstrated improvements in writing. Mathematics for elementary school students: 96.7% of the students who played the SLEP game demonstrated an improvement in the development of numeracy and literacy skills. Portuguese and Mathematics for middle school students: 79% of the students who used the Aniquir game demonstrated significant improvements in the domains evaluated in the 9th grade’s Portuguese and Mathematics national exams.
  • 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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