When Gurgaon-based ed-tech startup Kompanions was started in early 2015, the founders were very clear about their vision of using immersive technologies like Augmented Reality (AR) and Virtual Reality (VR) for enhancing the learning experience of students right from kindergarten to engineering grads.
By combining AR/VR and gamification with smartphones and tablets, Yuvraj Krishna Sharma and Gautam Arjun, the founders of Kompanions aims to address core issues related to holistic learning experience for students, bridge the existing learning gap and ensure continuous growth path for students.
“Through our products, we try to solve three core issues — starting with diagnosing and raising brain performance in key areas such as intelligence, holistic growth, thinking new, logical thinking, language proficiency, and creativity. Secondly, reduce gaps in learning, reasoning, and aptitude/logic. And finally, provide a growth path towards continuous improvement, given the current unstructured approach towards learning,” Yuvraj K Sharma, Co-Founder and Director, Kompanions explains.
Hence, to stick to their vision of providing a fun immersive experience, the startup has a unique ‘product offering for students in pre-school-level, in schools and colleges. While their Kindergarten App uses AR/VR for gestured controlled activities wherein kids can interact with a virtual environment via body and hand motion gestures, the app has also augmented their curriculum as well.
For regular school student, the startup offers features like predictive assessment tools for both teachers and parents and it also offers an in-class 3D library, “Apart from the content is 100% CBSE mapped, it is suitable to the dynamic learning pace of each student. The 3D library promotes experiential, self-directed, and visual learning which is available across all cognitive bands,” Sharma adds.
Whereas at College and University, the startup offers more in-depth and technically immersive experiences to expand their learning and those include
Engineering: The AR/VR simulations for engineering students enable them to practically learn complex concepts like the assembly of a 4-stroke engine, working of a transformer or induction motor, and understanding CAD designs among others.
Medical: AR/VR simulations for medical students allow them to overcome the challenges that arise with the unavailability of dissection.
In-classroom 2D/3D simulations: In-classroom 2D/3D simulations provide with a 360-degree interactive library on a range of medical topics. These products ensure detailed learning of various operational procedures and other facets of practical anatomy through the exact virtual environments. For instance, they experience a virtual by-pass operation and procedures of stent among other immersive learning experiences.
Other Disciplines like History, Geography & Microbiology: Simulations in history, geography and microbiology to engage the students, thus making them understand each facet of the subject better.
Speaking about the role of AR/VR in practical learning, Sharma says, “The extraordinary visualisations of AR/VR simulations allow the student community to explore different realities and have an alternative learning experience that is otherwise impossible in the traditional classroom.”
“This stimulates focus, engagement, and creative thought among students and thereby increasing their learning and retention capabilities. The technologies develop and enhance a sense of social integration among students; wherein peer-to-peer interaction creates an optimistic yet cohesive environment of learning. Also, AR/VR is accepting in catering to the varying learning needs, styles, and requirements of different students,” he adds.
The Road Ahead
Since its inception in 2015, the company has grown steadily and clocked a revenue of Rs 1 crore within a year. For 2019, strategic expansion to the engineering industry, international market and developing AR, VR, Mixed Reality (MR) and Extended Reality (XR)modules for industrial training and development is their other focus.
“Kompanions is developing relevant products catering to the masses, ensuring exposure to the cutting edge technologies to the people. We are also developing products that can work with low -end hardware. Thus, we would continue to explore advancement in technologies, especially in the field of AR & VR that can help the community and society,” Sharma concludes.
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