KARA

KARA

Bridging the gap between education & gamification for kids

The problem KARA solves

The increasing use of smartphones and other mobile devices by elementary school-aged children has raised concerns about their potential impact on their physical and mental health, as well as their overall development.
Our aim is to transform smartphones into a hub of learning by creating an educational app that incorporates augmented reality and gaming technology. By doing so, we aim to make learning more engaging, interactive, and accessible for students.
In our project KARA, we also incorporate educational games to further enhance the learning experience for elementary students. These games are designed to be fun, engaging, and educational, making it easy for students to learn while they play.

The games are designed to be simple and intuitive, making it easy for students of all ages and skill levels to participate. They can be played individually or in groups, promoting teamwork and cooperation among students.

In conclusion, the educational games in our project provide a fun and engaging way for elementary students to learn and reinforce their knowledge of the alphabet and vocabulary, while also developing their problem-solving and critical-thinking skills.

Challenges we ran into

Challenges we faced while developing KARA-:
*AR Technology & Integration with Flutter: Incorporating AR technology into the app was a complex and challenging task. There were technical challenges associated with integrating *ARCore and ARKit libraries, as well as ensuring that the app was compatible with a range of devices and platforms.

User experience: Designing an app that was both educational and entertaining for students was a challenge, as it required us to strike a delicate balance between functionality and fun. We had to carefully consider the user experience and make sure that the app was user-friendly and engaging.

Integration with educational content: Integrating educational content into the app in a way that was both engaging and informative was a challenge.

Discussion