Alison Coleman i Forbes har sett ut Skandinavia til å være den kuleste plassen for en start-up og der er vi helt enige. I artikkelen Scandinavia: The Coolest Place For A Startup? løfter hun frem noen bedrifter som hun synes er spesielle og vi er ikke forbausete over at det akkurat er IKT-Norge-medlemmene Kahoot! og Crypho som hun oppmerksommer.
Coleman som skriver om gründere i Forbes forklarer i sin artikkel hvorfor hun valgt ut Kahoot! og Crypho som to av de mest interessante start-ups i Skandinavia.
“Oslo-based Edtech startup Kahoot! is a global game-based platform that allows students to play a high-energy, high interaction quiz game in the classroom using their mobile devices. Kahoot! was developed by three founders, Johan Brand, Jamie Brooker and Morten Versvik, as a joint project with Professor Alf Inge Wang at the Norwegian University of Technology & Science. So far Kahoot! has raised $6.5 million in seed funding, through grants and project funding but mainly from the founders and management team. Operational across more than 180 countries with 40 million unique players, the company was named Best Startup in the Norwegian finals of the Nordic Startup Awards in May.»
Norwegian SaaS startup Crypho, provides end-to-end security for a company’s communications. Files are encrypted on the user’s device before being sent via the internet, and they cannot be read until they have been received by a recipient with the right decryption key. Founded in 2012, Crypho is used in more than 70 countries by a range of organisations, including governments, financial institutions, software companies and law firms.”
Jordan Shapiro, også journalist i Forbes skriver om global utdanning, EdTech, barn og kultur. Shapiro skriver i sin artikkel Soon Teachers Will Build Their Own Video Games For Learning om vikten av reell motivasjon. Om hvordan elever ønsker å løse problem men hvordan skolen ikke er lagd for å møte dette;
«Game-based learning has been hip in education for some time now. I’ve literally traveled the world giving talks on how and why video games can be good for schools. I’ve emphasized the importance of intrinsic motivation. People play games because they want to succeed. They want to solve problems. They want to master the challenge. Unfortunately, the game of school doesn’t encourage that kind of motivation.»
Han forteller om sitt møte med Kahoot!;
«That’s why I’m so excited to see that products which will enable teachers to be creative and build their own games are beginning to appear. For younger students, there is Kahoot. For the high-school and higher-ed market, there’s Muzzy Lane Author.
Kahoot takes the classroom clicker idea and adds whimsical game elements. At its base, Kahoot is just a live polling and feedback system. Teachers set up the questions. The questions can include almost any form of multimedia. Students use any web-enabled device to participate—answering the questions, casting a vote, etc. Instructors can then project live results. Students can see their overall achievement through points. Any teacher that’s currently using a home-made Jeopardy activity to review material could switch to Kahoot in a heartbeat. It would provide a much more dynamic experience for students.
Also, I know I said it was for younger students, but I have used it in my own college classroom with great results. In fact, I was recently at an edtech event in Oslo, Norway, where hundreds of fully grown audience members played together. Kahoot is easy to use and it will only get more exciting as teachers start to imagine creative ways to use it.»
IKT-Norge er stolte av å ha medlemmer som når ut i verden og som gjør forskjell.