With $43 billion at stake for educational hardware and software, there’s a technology war going on in the classroom.
Over the last five years, we’ve grown our practice to specialize in giving upstarts their own unfair awareness advantage needed to close district contracts, grow teacher communities and engage millions of students with hands-on learning and immersive virtual reality (VR) experiences.
Specific within education technologies, we have built category leaders within their respective communities like Osmo, Nearpod, and ClassDojo, as well as building brands in family entertainment and educational gaming with Flybrix, Pixelberry and PlayKids.
Osmo is the award-winning leader of a new play movement, one that bridges the physical and digital worlds for the ultimate hands-on learn and play experience. Engaged prior to the company’s launch in 2014 and still engaged today, our agency designed a long-term media strategy to reach parents, families and educators. Starting at zero, Osmo is now in hundreds of thousands of households, is sold in more than 248 Apple stores around the globe, and is used in more than 20,000 schools worldwide. View our work with Osmo here.
We helped Nearpod, makers of an interactive classroom lesson planning platform, create a VR strategy and orchestrated the launch of Nearpod VR, the first of its kind virtual reality program for K-12 classrooms. The company has become the leading edtech platform that lets teachers find, create and distribute digital learning experiences, and is now used in 1 out of 10 US schools. Read more about our work with Nearpod here.
We launched ClassDojo, the educational tool to build positive behavior with her students in the U.S., to wide acclaim, helping it receive coverage across both tech (TechCrunch, The Next Web), education (Education Week, Classroom Aid) and consumer (Fast Company, Forbes, Bostinno) publications. We worked on long lead features, and saw placements in Marketplace (which was published online and broadcasted to 10M listeners), KQED, Charlotte Observer and CBS News.
Through our efforts and outreach, ClassDojo received several awards of recognition including a print placement in Forbes 30 Under 30 and inclusion in their “100 Most Promising Companies,” and Fast Company’s “Most Innovative Companies”.
Partnering with Flybrix, we promptly set out to build a bold narrative and go-to market communications strategy that differentiated them from other drone companies – all in advance of a highly-competitive holiday season. We focused on the unique “crash-friendly” nature of the drone that welcomed kids to “embrace the crash”, teaching them critical tinkering skills through trial and error. Flybrix became the first-ever crash-friendly, re-buildable drone made of LEGO® bricks that let kids (14+) build, fly, crash and rebuild their creations – all while honing STEM skills. Fybrix is now used in over 300 U.S. school as the go-to project-based learning drone. More about our work with Flybrix here.
Working with Pixelberry, we launched their mobile game High School Story which helps adolescents
and young-adults deal with the stresses of teenage life. The game received unprecedented coverage for a genre of its kind in some of America’s premier publications (Washington Post, San Francisco Chronicle, Boston Herald), VentureBeat, Fast Company), and others and led to thousands of teens using the game to click through to cyberbullying and suicide support services within the app.
Through our relationship with Y-Combinator and Social Capital, we launched CodeNow, a company focused on teaching programming basics to high schoolers – particularly girls, ethnic minorities, and other underrepresented groups. The launch made headlines in Fast Company, TechCrunch, and InfoWorld and the organization expanded their programs into additional markets to include even more students in New York, Washington D.C. and the Bay Area.
The classroom is getting flipped. Education is changing as we know it.
Just don’t call it edtech….that’s too boring a term for what’s happening here.