next generation learning from finland · the world is changing faster everyday. as eric hoffer put...
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NEXT GENERATION LEARNING FROM FINLAND
The world is changing faster everyday. As Eric Hoffer put it, “In times of change, learners
inherit the earth, while the learned find themselves beautifully equipped to deal with a
world that no longer exists.” We can no longer educate our children for a world long gone.
We must rather help them learn to learn – and to love learning!
Finland is an educational superpower that tops several charts on learning and innovation,
including the PISA tests. Finnish learning materials have been globally recognized. Digital
and printed learning tools developed by, for example, the Sanoma corporation are used
regularly in several countries around the World.
Finland has also generated an amazingly substantial gaming industry, considering the
fairly small population of the country. Gaming companies like Supercell, Remedy and
Seriously have produced hit games one after another. Not to speak of Angry Birds, the
super hit by Rovio that took the entire planet by storm.
Given Finland’s position in both education and entertainment, Finland provides a unique
advantage for developing next generation solutions for making learning fun for
everybody, everywhere. Our gaming expertise, our technological prowess and our
educational knowledge combine to give rise to several inspiring and promising solutions.
Now, several Finnish companies involved in education and technology have teamed
together to bring you the best of the best in Finnish learning. This selection of companies
represents some of the best breakthrough technologies in Finnish Education
Technologies. With these technologies, we can bring about a true revolution in learning.
As Richard Culatta, the White House director of the Office of Education Technology, said,
“We win when learning and fun are indistinguishable!”
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ROVIO FUN LEARNING
Rovio Fun Learning is in dialogue with the Finnish National Board of Education and works
together with the University of Helsinki Teacher Education Department and CICERO
Learning Network in areas of research and teacher training. Angry Birds Playground
proudly cooperates with partners such as NASA, CERN and the National Geographic
Society to give inspiration to children and feed their curiosity with wonders and
challenges of the world.
Fun Learning is a way to look at education and learning as something we willingly want
to carry with us throughout our lives. Preserving what we can of the naturally curious and
absorbent mind of a child and exploring the world with a constructive and positive
attitude help us find our very own place in life and in the world.
For more information, contact
www.funlearning.com
www.rovio.com
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SANOMA LEARNING
Sanoma Learning is one of the leaders of modern education in Europe, serving over 10M
pupils and 1M teachers every day. With proven transformation track record in Europe as
biggest EdTech player, we are able to design complete educational solutions, which
follow modern trends and consist of award-winning content, platforms and services. We
help local players to build a solution that aims for a positive impact on learning results,
and this way we intend to contribute to improving educational environment globally. The
solutions we offer are already present in 47 countries worldwide.
Our current out-of-the-box focus is on implementing locally curricular content covering
majority of K-12 subjects. It consists of 3 main content elements + tailored delivery
solutions:
Lower Primary Curriculum
Employs successful teaching methods used worldwide for primary education, supporting
comprehensive children development (11 subjects). A unique resource that helps shaping
holistic range of 21st century skills (not only maths and science, but also health,
emotions, social interactions, music, art etc.).
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Mobile Comprehensive Curriculum
This is Maths, Science and Humanities for grades 4/5-12. It is a mobile course for self-
study, quick revision of knowledge. Contains 2600 lessons. It supports knowledge
revision, refreshment and reinforcement. It follows mobile usage trends, like “snack”
learning.
Core Curriculum for English
Universal, digital expander for any ELT methodology, covering whole K-12 range with
1000 lessons. The main idea for the product is a set of structured, organized digital
materials for teachers for blended learning experience in classroom environment, and
what’s great about it is that we deliver a Teacher Guide to each lesson – teachers have
full guidance of how to use the content (and some additional materials to hand to
students as printouts). The product can also serve as a standalone English course.
Example delivery solution – bingel
Gamified, colourful, environment for primary level education, implemented first in
Belgium in 2011, and now exported internationally.
70% of all pupils use bingel actively.
350M exercises have been made since the beginning.
For more information, please contact:
www.sanomalearning.com
www.bingelsite.be
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TEAM ACTION ZONE
Team Action Zone (TAZ) develops innovative, fun and easy-to-use location-based
applications and services. Our flagship product, ActionTrack, is a unique, award winning
service that works both outdoors and indoors.
ActionTrack web tool allows third parties, teachers and even students to easily create and
launch activities that can be experienced with tablets and mobile phones. Activities
consist of checkpoints that can contain multimedia, information, interactive challenges,
questions and route choices. Teachers can follow the activities in real-time, interact with
the students, and evaluate their performance (e.g. tasks or challenges) remotely.
ActionTrack is suitable for almost any purpose, including education, real-time
competitions, interactive stories, gamification, treasure hunts, fun sports, guided tours,
and various promotions. Whether you are looking for something cool that inspires all,
ActionTrack is your best choice! In Finland, ActionTrack is used in all levels of education.
For more information, contact
www.taz.fi
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SKILLPIXELS
SkillPixels, founded in 2011, is a leading Finnish edtech company that develops games to
enhance the way children learn. SkillPixels launched their first title, SmartKid™, in 2013.
The SkillPixels team consists of educators, psychologists, game developers and experts in
artificial intelligence. With their game-based digital school service application, SkillPixels
aims to become the world’s leading educational solution provider.
SmartKid™ is a scientifically developed math learning game aimed at children aged 48
years that is both smart and fun. SmartKid™ increases the child’s learning motivation and
makes learning more effective. SmartKid™ has received numerous awards such as the
Best Mobile Educational Solution and the Best Mobile Service in Finland in 2013.
SmartKid™ is available in 15 languages on iOS, Chrome Web Store, Google Play store and
Windows Phone.
For more information, contact
SkillPixels CEO Kristoffer Rosberg
Tel. +358-40-8612805
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Links to the SmartKid™ games
iOS games SmartKid (Freemium) – iPad http://bit.ly/1xxnVdl SmartKid Maths HD (Paid) – iPad http://bit.ly/1tlg5Nr SmartKid Maths – iPhone http://bit.ly/1xxo14O Google Chrome links SmartKid Maths – Google Chrome – FREE http://bit.ly/1s5iEqS SmartKid Maths – Google Chrome – PAID http://bit.ly/1uWYe16 Google Play Store SmartKid Maths – Google Play – store http://bit.ly/1v8MtlX Windows Phone Store SmartKid Maths – Windows Phone http://bit.ly/1jkdduD
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FANTASTEC
Fantastec Oy is an award-winning developer of kids’ educational games. Our mission &
passion is to boost kids’ happiness and create great value for parents with visually
impressive and fun learning games. According to several studies, game-based learning is
the most effective way to learn for kids. We want to inspire children to learn. If children
love what they are doing then fantastic learning results will be achieved – and kids love
games!
Fantastec’s Wonder Bunny game series combine beautiful graphics, super fun gameplay
and excellent educational value for both children and educators. The series include
several learning games from Pre-K to 3rd graders. While experiencing fun adventures and
helping their Wonder Bunny characters to grow, kids themselves learn math, reading,
general knowledge and much more.
Example: Wonder Bunny Math Race for 3rd Graders combines Common Core learning
standards and math exercises with fun gameplay. The game also provides a learning
analytics tool to monitor child’s progress and learning – with detailed information of
mastered math skills and skills to improve. Kids can customize their bunnies with
hilarious costumes and ride wacky vehicles like Fast Rocket and Mighty Dragon. Game has
massive 150 visually impressive, colorful and cartoonish levels – and several thousands
of math exercises which help kids to learn numbers, counting, addition, subtraction,
multiplication, division, fractions, equations and more.
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Wonder Bunny Math Race for 3rd Grade IOS: https://itunes.apple.com/us/app/wonder-
bunny-math-race-3rd/id880091451?mt=8
Wonder Bunny Math game series includes learning games for Pre-K, 1st, 2nd and 3rd
grades, and there’s more to come. All games are localized for major languages like
English and Spanish. Platforms include IOS, Android, Amazon, web browser and smart TV.
All games with download links are available from Wonder Bunny learning games portal:
http://www.wonderbunnygame.com/
For more information contact CEO Juha Väisänen
Email [email protected]
http://www.fantastec.fi
Wonder Bunny games. On your marks - get set - play & learn NOW!
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PGA LEARNING
People Group Academy PGA Oy provides education and consulting services with a
solutions related to digital training environment and if needed with a content of
multichannel communication and game production. We are the largest expert company in
Finland in the area of audiovisual vocational diploma training.
Training by videos combined to the comprehensive training is often the best way to solve
practical issues and leads to the best effectiveness. We have digital tools to produce
interactive digital material and digital environment solutions for trainers and publishers
to share and publish those materials for free or by charging. Shared and published
materials could contain for example printed and digital publications, interactive digital
materials, videos, games etc.
www.peoplegroup.fi