Funding
Funding not disclosed
Founders
Product
Problem
Traditional methods of detecting bullying in schools, such as surveys and sociograms, can be unreliable due to children's reluctance to report incidents, social desirability bias, cognitive biases, and short attention spans. This can lead to inaccurate data and delayed intervention, hindering efforts to create a safer school environment.
Solution
Capybara offers a game-based platform that uses social dilemmas to map student interactions in real-time and identify potential bullying situations early on. By engaging students in interactive gameplay, Capybara collects data on their social behaviors and relationships in a non-invasive and engaging manner. The platform employs game theory to model social dilemmas and artificial intelligence algorithms to analyze the data, detect subtle patterns of bullying, and identify students at risk. This approach reduces biases and provides educators with detailed reports, enabling them to make informed decisions and implement timely interventions to foster a more positive and inclusive school environment.
Target Audience
Capybara is designed for use by educators and administrators in primary schools (grades 1-5) seeking to proactively address and prevent bullying by gaining insights into student interactions and social dynamics.
Features
- Interactive video game based on social dilemmas to simulate real-life school interactions.
- Application of game theory to model student behavior and decision-making in social scenarios.
- AI-powered algorithms to analyze gameplay data and identify patterns indicative of bullying or conflict.
- Real-time mapping of student interactions to visualize social networks and relationships within the classroom.
- Automated detection of "bully-victims," children who have experienced bullying and respond with aggression.
- Detailed reports for educators with insights into student dynamics and potential risks.
- Web-based platform for scalability and accessibility across multiple devices.