Pahamify combines animation and gamification to engage online students
Pahamify combines animation and gamification to engage online students
By Khamila Mulia
December 04, 2020
Summary
"We created content around topics related to popular science in a casual and interactive way. As Ph.D. candidates, we were obliged to take teaching classes so we wanted to practice our teaching skills through the channel. The channel grew pretty fast, we even won YouTube NextUp Indonesia in 2017," Fikri told KrASIA. The videos received a lot of comments from students.
Many of them said they could understand basic sciences better through Hujan Tanda Tanya than in school, things like why Indonesia is prone to earthquakes, or how machine learning works, among others, Fikri said.
"From there, we realized that there is a big value in combining science, teaching, and filmmaking to help students understand the subject better," he added.
Back in Indonesia, Fikri and Ikhsan met with another friend from college, Edria Albert, a game designer who owns a boutique gaming studio in West Java city of Bandung.
As an online learning platform for K-12 students covering science and social studies, Pahamify has four key products; live practice tests for Indonesia's national exams; question banks; live tutoring sessions; and online learning content with videos, quizzes, flashcards, and more.
What makes the startup different from the competition is that it incorporates animation and gamification for a more interesting learning experience, said Fikri.
Fikri said the firm will use its fresh investment to expand its content library and increase its headcount, especially in the content and tech departments.
Going forward, Pahamify is eyeing a new group of students.
"While we are currently focusing on high school subjects, we receive a lot of requests from students in primary and junior high. This shows that many kids enjoy our content, even though they are not our targeted users yet."
Although Pahamify competes against more mature players in the industry like Ruangguru and Zenius, Fikri believes that the edtech revolution has just started in Indonesia.
Reference
Mulia, K. (2020, December 04). Pahamify combines animation and gamification to engage online students: Startup Stories. Retrieved December 06, 2020, from https://kr-asia.com/pahamify-combines-animation-and-gamification-to-engage-online-students-startup-stories