iPRIMED Athena English

Improves English-speaking ability of Indian learners through an interactive educational software that utilises movie clips and game mechanics.

By

iPRIMED Education Solutions Pvt Ltd.

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Social causes

Beneficiaries

SDGs covered

Endorsed by

NASSCOM Foundation

NASSCOM Foundation is a trust registered to leverage Information and Communication Technologies for empowering and transforming the lives of the underserved.

Market of Implementation

  • Bangladesh
  • , Bhutan
  • , China
  • , India
  • , Indonesia
  • , Malaysia
  • , Nepal
  • , Pakistan
  • , Singapore
  • , Sri Lanka
  • , Thailand

Problem

There is lot of good reasons to learn English, from the professional to the personal. It is one of the six official languages of the United Nations, and more than 67 countries have English as their official or native language, more than any other language in the world. The number of people learning English is expected to reach around 2 billion people over the next decade. 55% of all websites are in English. The majority of electronic communication is in English – being able to read and write emails is a big advantage. As per India Human Development Survey, 2005 * – to quantify the effects of English-speaking ability on wages, it shows that being fluent in English (compared to not speaking any English) increases hourly wages by 34%, which is as much as the return to completing secondary school and half as much as the return to completing a Bachelor’s degree.

Solution

Our English learning offering caters to trainees of all proficiency levels, starting from those who don’t even know the alphabet. The design is mapped to the CEFR scale, where we have created 7 certification levels below A1. Each certification has 10 chapters, where every chapter plays out like a game around a movie clip. The initials levels start with regional movie clips (or with local language subtitles) and gradually transition to English movie clips. We use a non-conventional approach where the medium of movies is used to make the students learn English. Learners play games around movies and learn English (LSRW) while playing these games earning points, badges etc. which could be cashed for rewards/gifts etc. Rule engine can be customized to offer/structure rewards in terms of coupons/free recharge etc. This is in alignment with the psychology of learners who typically are not the kinds who like to spend time and effort to learn and would rather play and have fun!

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