21 Year Old Entrepreneur Raises $1 Million for Educational App
There is a huge market for educational apps today as they offer a great way for kids to learn while having fun, engaging students in a way that most textbooks cannot. At just 21 years old, Londoner George Burgess aims to take advantage of this booming market. His idea was said to have come about as a 17-year-old student when a geography teacher caught him emailing in class.
In the four years since that time, the young entrepreneur has managed to raise more than $1 million to fund the development of a mobile app focused on helping high school students pass exams. Gojimo was just launched in the U.K. and the U.S. and is now free to download.
Burgess said he realized when studying that while searching for helpful apps there was nothing available. The teacher who caught him emailing, Will Williams, was so interested in the idea that he became involved in the venture, helping to write the content for the first app, which was geography based. He remains involved in Burgess’ company, Education Apps, as an adviser.
Learning through educational apps can be much easier for kids as well as adults. Some are explicitly designed to educate, while others may have secondary educational value. They often allow the user to learn without even realizing it, if the information is presented in a well-designed, enjoyable game.
With the benefits of educational apps becoming more well-known to people across the globe, companies like Education Apps and Playworld Interactive are always trying to develop the next best educational app.
There are fun apps and even games available that can teach kids the basics of investing stocks, bonds and mutual funds to help give them a good head start on their financial future as well as apps that can educate children on the basics like reading, writing and arithmetic and everything in between.
Over the past decade, the use of technology to promote better education has skyrocketed with thousands of educational apps being created to help kids learn in more interactive and entertaining ways. A number of studies have revealed that apps like these promote learning because they are entertaining rather than purely education.
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