eddy
Eddy is an educational tool designed to foster interactive learning in the classroom.
Aligned with the UN’s Sustainable Development Goal of Quality Education, Eddy connects students across differing socio-economic backgrounds worldwide, helping to close the global education gap.
Class Project, 3 teammates
the research process
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Definition: Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. (https://sdgs.un.org/goals/goal4)
Initial Research:
Underfunded schools lack STEM programs and extracurriculars.
Higher-income areas have more tech and enrichment access.
Strict governments or outdated curricula limit quality education globally.
Even in the U.S., there are disparities in the quality of education
With limits to technology in a technology-driven country, children will be at a major disadvantage
It is vital to spread these stories to children, so they can be aware of their own and others’ circumstances
Interviewing an Elementary Teacher
Tech integration varies widely based on individual student needs—some benefit greatly, while others are distracted or overstimulated by it.
Ideal solution: parent-inclusive tech tools and cross-school collaborations for special needs education.
Kids in the district tend to be pretty tech-proficient because of the area’s higher income levels, but it really depends on the home environment and how involved their parents are.
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The digital education market is forecasted to grow exponentially in the coming years, and it is imperative to implement as many resources for our children in order to fit the needs of the ever evolving education scene.
$109 annual subscription fee for competitor programs such as ClassDojo and Discovery Education.
From Grand View Research:
“North America dominated the global digital education market with revenue share of 32.4% in 2024.”
“The presence of robust IT & telecom industry... inclination in students towards adaptive learning are some of the key growth driving factors for this market.”
The self learning module of digital education is expected to grow drastically more than instructor led education. This shift demands attention, and marks a vital shift in education and planning for technologies that facilitate this.
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After our research, we brainstormed what defining features we needed:
Buddy/Pairing system through an Interest Survey
Variety of educational activities
Customization in profiles
Gamification elements (gaining points, levels, etc.)
Class roadmap
How might we create equitable learning opportunities for elementary school students across different income levels in Boston by creating technology that encourages personalized learning?
Problem statement
Bringing it into the real world
Real world applications of Eddy, and its anticipated impact
For Schools with 1:1 Programs
Educational program where school provides each student with their own personal learning device (laptop or tablet) that they can take home
Currently, only 50% of school districts in America have a 1:1 program.
For Teachers
Introduce the new classes to each other and explain the program
Prepare prompts / learning activities for their students
Teachers control when students Eddy
For Students
Students first take the quiz and get paired with other class’ students
Students work with each other during a 30-45 minute designated ‘Eddy time’
takeaways and future works
Safety Concerns
Concerns have risen over safety of children on internet, having free access and range online
We aim to curb these issues by only allowing access to our program in the classroom and during school hours (controlled by school administrators)
Only teacher distribution to students, no outside contact from online users - contained environment only for classroom
Potential Impact
Students in monocultural or homogenous areas experience children from outside their district in a monitored, equal setting
Gained social interaction skills with people who are ‘different’
More exposure to academic interests and hobbies that might be discouraged in their community
Stronger digital communication skills
Future Works
Integration with other parts of the country and the world
More features for collaboration, student-parent integration
Students to collaborate in person
User testing with real elementary school students
Integration with self-learning modules