NoRILLA

NoRILLA

Children's education, specifically in the stem field.

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NoRILLA, an acronym for Novel Research-based Intelligent Lifelong Learning Apparatus, operates in the educational technology market with a patented mixed-reality system. The company was founded in 2014 by Dr. Nesra Yannier, Ken Koedinger, and Scott Hudson. Its creation stemmed from Dr. Yannier's Ph.D. research at Carnegie Mellon University's Human-Computer Interaction Institute, where she aimed to create a more engaging and effective learning experience than purely screen-based options. Her background includes degrees in Physics and Computer Engineering, a Master's from Stanford in Learning, Design and Technology, and experience at Disney Research and NASA Ames Research Center. Co-founders Koedinger and Hudson are both professors at Carnegie Mellon, bringing extensive experience in human-computer interaction and learning sciences.

The company's core offering is an interactive learning platform that combines tangible, physical objects with artificial intelligence and augmented reality to teach STEAM concepts to children. This system uses specialized AI algorithms and depth-sensing cameras to track how a child interacts with physical materials, providing real-time, personalized feedback and guidance through an on-screen character. Research conducted at Carnegie Mellon has shown this method improves a child's learning comprehension by as much as five times compared to equivalent tablet-based learning. The platform is designed for use in various educational settings, including schools, museums, after-school programs, and early childhood centers. NoRILLA's business model appears to involve direct sales and pilots with school districts and educational partners. The company has received multiple grants, including from the National Science Foundation, and has participated in the AlphaLab Gear accelerator program.

The NoRILLA system includes Intelligent Science Stations, such as a shake table for physics experiments, and a full curriculum with lesson plans aligned with national standards. By allowing children to physically experiment, make predictions, and observe outcomes while receiving AI-driven guidance, the product aims to foster skills such as scientific inquiry, critical thinking, and collaboration. The first game developed for the system, EarthShake, teaches early physics principles. A key selling point is its capacity to make learning a collaborative, non-isolating activity, addressing a common criticism of digital learning tools.

Keywords: mixed-reality learning, augmented reality education, STEAM education, EdTech, inquiry-based learning, educational technology, interactive learning, AI in education, early childhood education, physics education, hands-on learning, digital curriculum, intelligent tutoring system, educational games, Carnegie Mellon, K-12 education, museum exhibits, collaborative learning, STEM skills, learning apparatus

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