UNICEF's first investment in a Serbian startup - Vršac Propter is developing a VR platform for online teaching

Propter, the first startup company from Serbia in which the UNICEF Innovation Fund has invested, is developing a platform for creating content in virtual reality that can be used by both teachers and students. The domestic company is one of 11 startup companies from nine countries that use technology to address the digital challenges facing children around the world.

The products developed by these startups focus on solutions that will help improve learning or digital connectivity opportunities that impact better employability.

Nearly four billion people in the world (29% of whom are between 18 and 24 years old) do not have access to the Internet, and they are deprived of all digital products that can significantly improve their quality of life. The digital divide between the sexes is also growing, and studies indicate that there are almost twice as many men as women on the Internet. If the situation does not change, a large part of young people are in danger of falling behind and being excluded from the modern digital world, it is stated on the UNICEF Serbia website.

Propter, a startup company from Vršac that brought together gamers and technology enthusiasts, is developing the ScioXR platform, which enables easy creation of VR / AR (XR) content to empower students to learn through experiences. The ScioXR platform allows users to create XR content focused on STEM education, which students can consume on devices that are easily accessible to them - primarily on smartphones.

The platform is intended for teachers and students. Teachers will be able to use the software to create new content in accordance with their curriculum that students will be able to use during class. On the other hand, students will gain new experiences while trying out content prepared by their teachers, and will be able to create content that everyone will be able to consume.

It is planned that this product can also be used as additional educational material that will help students master material that would be more difficult to understand without VR or AR technology.

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