Heartucate

Heartucate

Collaborative augmented reality learning experiences for education.

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Heartucate develops multiplayer augmented reality (AR) applications and workshop concepts designed for the education sector. The company focuses on creating interactive, immersive, and playful learning experiences that cover contemporary topics such as climate research, sustainability, and future skills. Its products are designed to be used by small groups on mobile devices like smartphones or tablets, fostering skills such as teamwork, communication, and collaborative problem-solving. The core technology uses a tracker mat as an anchor for the AR applications, enabling the transformation of any room into an interactive digital world.

Founded in Leipzig, Germany, in 2020 by media educator and psychologist Franziska Weser, Heartucate emerged from the Samsung "Solve For Tomorrow" challenge. Weser's background in media education and psychology informs the company's focus on developing experience-oriented content with gamification and storytelling elements. The B2B business model appears to be SaaS-based, with products available for license. Heartucate also engages in contract production of digital applications and develops custom solutions for both the educational and entertainment sectors. The company has gained recognition through various awards, including the Games Innovation Award Saxony in 2021 and the XR Competition of the Kurzsuechtig Film Festival in 2022.

One of its notable products is "Journey to the Arctic," an interactive AR application that allows users to learn about climate research. This product is available through the company's online shop with daily or annual licenses for home or school use, supplemented by materials like worksheets. Heartucate actively participates in industry events, such as the Leipzig Book Fair and Medientage Mitteldeutschland, to showcase its technology and network with educators and media professionals.

Keywords: augmented reality, educational technology, collaborative learning, multiplayer AR, gamification in education, immersive learning, interactive content, digital learning, edtech, mixed reality, future skills, sustainable development education, Franziska Weser, mobile learning, team-based learning, digital workshops, AR applications, experience-oriented education, creative producing

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