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Simcoach Games

This company creates educational video games that apply learning principles to promote sustainable behavior change. Their games aim to improve learning outcomes, increase knowledge retention, and provide measurable improvements in specific skills through engaging and motivating gameplay.

Pittsburgh, United StatesFounded 2005412K+ followers
Updated 16 months ago

Funding

$265K raised to dateRaised to date based on public sources. This may differ from the amount the company actually raised and is based only on what is publicly available on the internet.

RK
Funding rounds are not available yet.

Founders

Product

Problem

Traditional methods of teaching life skills, vocational skills, and behavioral health concepts often struggle to engage learners and translate into real-world application. This can lead to poor learning outcomes and difficulty in applying learned skills in practical settings.

Solution

Simcoach Games develops and deploys educational video games designed to improve learning outcomes and promote sustainable behavior change. By applying learning principles within engaging gameplay, Simcoach's games increase knowledge retention and provide measurable improvements in specific skills. The games are designed in collaboration with clinicians and educators, and are tailored to teach life skills, vocational skills, and support behavioral health initiatives. Simcoach's games are versatile resources that can be integrated into existing curricula or used as self-paced activities.

Target Audience

Simcoach Games primarily targets clinicians in behavioral health, educators teaching life and vocational skills, and parents seeking to supplement their child's learning and development at home.

Features

  • Games designed in collaboration with clinicians, based on ABA practices and industry standards like VB-MAPP, AFLS, and ABLLS-R.
  • Games tailored to teach life and vocational skills, enhancing learning outcomes through engaging gameplay.
  • Integration of clinician-centric design, leveraging expertise from behavioral health clinicians.
  • Alignment with recognized behavioral assessments to function as practical extensions of traditional therapeutic methods.
  • Support and complement existing curricula, serving as versatile resources that can be integrated into traditional educational environments.
  • Games can be used as interactive activities involving students, teachers, paraprofessionals, and teachers' aides.
  • Focus on building specific skills, aligned with targeted goals.
  • Games are self-paced, allowing children to engage with content tailored to their unique learning needs.
This profile is AI-generated and may contain inaccuracies.