Accelerating and Assessing Learning: Meet the 2024 Finalists

We are excited to announce the 30 finalists named in the Accelerating & Assessing Learning track of the 2023-24 Tools Competition!

In this track, 700 teams sought to improve PreK-12 learning outcomes and experiences, while advancing learning engineering as a whole.

Tools in this track will dramatically improve learning outcomes for students, and address declines in academic progress that are perpetuating opportunity gaps. We saw innovative proposals aimed at boosting instruction in core content areas, transforming assessments, fostering positive learning environments, and supporting educators.

Read on to learn about this year’s finalists. Winners will be announced in summer 2024.

 

Catalyst Award Level ($50,000) for early stage ideas or products.
  • ASL Aspire: The World’s First Game-Based Application to ASL STEM Education | ASL Aspire (United States)

ASL Aspire builds games to make STEM more accessible for K-12 deaf students and their teachers. Learn more on their website.

  • Baugarten: The Math World-Building Game | Treibrad Games GmbH (Germany)

Baugarten (German for “Building Garden”) is a world-building game where math and science formulas are a toolkit to help you manage your resources, to manage your economy, and to build. Learn more on their website.

  • Circles | Ed4.One Corp (Chile)

Circles turns large-scale online teacher training from a solitary, traditionally passive learning model into a constellation of small groups—each up to five peers—designed to enhance active participation, mutual support, and teamwork. Learn more on their website.

  • Coteach.ai | Submitted as an Individual (United States)

Coteach.ai is an AI-powered curriculum for adaptation and scaffolding.

  • KiwiWrite Math | KiwiWrite Software, LLC (United States)

KiwiWrite Math provides a user-friendly, inclusive online K-12 platform to write entire math assignments digitally, including on top of PDF worksheets, removing the barrier of handwriting. Learn more on their website.

  • MUGALIM AI | MUGALIM EDU LLC (Kyrgyzstan)

MUGALIM AI is a personal teacher assistant that prepares lesson plans, evaluates students, and gives personalized recommendations to both students and teachers. Learn more on their website.

  • Penwell: A Write Well Game | Penwell Education Pty Ltd (Australia)

Penwell leverages data analytics to pinpoint habitual errors in grammar, spelling, punctuation, and vocabulary among English language learners to enable personalized learning and accelerate second language acquisition.

  • Readeezy: Supporting Struggling Teen Readers with an AI Reading Companion | Readeezy Literacy (United States)

Readeezy is a one-of-a-kind, fully-illustrated, interactive digital library for struggling teen readers, incorporating a conversational agent into its books. Learn more on their website.

  • SAQUET: Scalable Automatic Question Usability Evaluation Toolkit | Carnegie Mellon University (United States)

SAQUET provides a scalable, automated, and domain-agnostic method to evaluate the quality of educational multiple-choice questions. Learn more on their website.

  • Socratic Mind | Submitted as an Individual (United States)

Socratic Mind uses AI to conduct scalable, interactive oral assessments leveraging Socratic questioning to challenge students to think critically, articulate ideas verbally, and solve problems creatively. Learn more on their website.

 

Growth Award Level ($150,000) for products with some users and scale.
  • AI Learning Companion for English Fluency for 6-15 Year Olds | Spark Studio (Imagineer Technologies Private Limited) (India)

Sparky is a voice-led generative AI-powered learning buddy for 500 million kids learning English across ESL countries. Learn more on their website.

  • IEP CoPilot: Empowering Special Education with AI | Playground IEP (United States)

IEP CoPilot is a generative AI-powered tool designed to assist special educators in efficiently creating high-quality, personalized Individualized Education Programs (IEPs) for students with disabilities, aiming to improve learner outcomes and reduce teacher workload. Learn more on their website.

  • KOBI | Hopalai (Slovenia)

KOBI is an evidence-based reading app tailored for learners with dyslexia. Learn more on their website.

  • LessonLoop: A Personalized, Data-Driven Feedback Loop for Teachers and Students to Improve Learner Engagement | LessonLoop (United States)

LessonLoop is a personalized professional learning platform for educators in grades 3-12 to improve student engagement and learning outcomes. Learn more on their website.

  • MTSS Coach | Schoolytics (United States)

MTSS Coach is an AI-powered tool to provide comprehensive summaries of student data and personalized intervention plans to help educators save time, make better decisions, and improve student outcomes. Learn more on their website.

  • Proxima | Proxima Education (United Kingdom)

Proxima is a flight simulator for teacher education—a training and assessment platform that helps teacher educators prepare the next generation of teachers. Learn more on their website.

  • Radics: Helping Young Students Build Durable Self-Study Skills and Become Expert Learners | Radics Education (India)

Radics is a chat-driven multimodal assessments and personalized content delivery tool that drives math proficiency for Grade 4 onwards by aiding the development of learner cognition, metacognition, and affects monitoring skills. Learn more on their website.

  • TeeWrite: An AI-Powered English Writing Coach for English Language Learners | TeeRead (United States)

TeeWrite is an AI-powered writing coach designed to assist the 147 million students in Latin America in becoming proficient English writers. Learn more on their website.

  • Tyto Online: Math | Immersed Games (United States)

Tyto Online helps students learn and apply math to real-life problems that matter, using an engaging 3D video game. Learn more on their website.

  • Yiya AirScience | Yiya Solutions (Uganda)

Yiya AirScience is positioned to provide remote education for the 7 million youth in Uganda who are off-the-grid through an interactive phone tool—side-stepping internet and smartphones while gathering unique data from this under-researched population—aiming to leverage generative AI and LLM’s to create adaptive learning paths and improve learning outcomes for these under-served learners. Learn more on their website.

 

Transform Award Level ($300,000) for established platforms with 10,000 or more users.
  • AI-Driven Content Generation for Gamified K-12 Learning | Boddle (United States)

Boddle’s tool will transform teacher inputs and classroom data into AI-generated quizzes within a 3D game—making practice, assessments, and remediation both engaging and personalized to improve academic outcomes. Learn more on their website.

  • CatnClever: Leveraging GenAI to Scale Production and Tailor Content of a Preschool Learning App for Greater Impact and Reach | Clever Forever Education AG (Switzerland)

CatnClever will integrate GenAI and human-led tasks to translate, localize, and adapt its preschool learning app into additional languages, educational systems, cultures, and regions—permitting it to scale efficiently while maintaining the high-quality and authenticity of the product. Learn more on their website.

  • CitizenCode Math | Tralalere (France)

CitizenCode Math is a solution helping pre-teens and teens learn mathematical logic and algorithmic thinking through gamified progression. Learn more on their website.

  • Drawp Voice Stickers | Moondrop Entertainment LLC (United States)

Drawp for School is the most robust, evidence-based digital language acquisition solution. Learn more on their website.

  • LearnGPS: Adaptive Math Practice for the Developing World | Math-Center.Org (Israel)

LearnGPS will build a personalized and adaptive route for students—allowing each student to progress at their own pace in class or at home, over any device, everywhere. Learn more on their website.

  • Math Makers | Ululab Inc (Canada)

Math Makers is an educational app that builds conceptual understanding via game-based learning. Learn more on their website.

  • Mind Movers | Reflection Sciences (United States)

Mind Movers brings the science of executive function to all children. Learn more on their website.

  • ParentPowered Personalized Learning 2.0 | ParentPowered, PBC (United States)

ParentPowered Personalized Learning 2.0 is an AI-enhanced, data-driven, deeply personalized text-based family engagement tool designed to provide micro-targeted content to individual families to effectively support their children’s learning from Pre-K through high school. Learn more on their website.

  • The Annie Student Support Bot | Annie Advisor (Finland)

Annie is a proactive student support bot that prevents dropouts in secondary and higher education. Learn more on their website.

  • The Portal by New Visions | New Visions for Public Schools (United States)

The Portal by New Visions is a student planning and school improvement tool that aligns robust data and actionable planning to strengthen schools and their processes—creating transparency across the classroom, school, district, and service providers to ensure students are supported at every level. Learn more on their website.

 

See finalists for all tracks here.

The Tools Competition has three phases and multiple award levels to help winners create or enhance their tools. In this current third and final phase, finalists will pitch their tool before a panel of judges who will nominate winners of the competition. 

The Tools Competition has previously named 80 winners from 35 countries who are impacting more than 107 million learners worldwide. 

The 2023-24 Tools Competition is supported by: Schmidt Futures, Griffin Catalyst, Walton Family Foundation, Bill & Melinda Gates Foundation, Siegel Family Endowment, DARPA, Ballmer Group, Calbright College, Axim Collaborative, Jacobs Foundation, Endless Network, and OpenAI. 

Join our mailing list to receive updates on the next competition cycle—launching September 2024!

RECENT POSTS

Phase II of the 2025 Tools Competition is open. Proposals are due Jan 16, 2025.