Virtual Learning Platforms

Simbi's Read For Good Challenge Uses AI to Improve Literacy

Short attention spans are the norm in today’s digital media age, and Simbi addresses this by adding an interactive element to the learning process with stories students will want to read. Simbi uses voice technology to allow students to flip through pages as they narrate, read along or read silently to improve their attention span. In doing so, they make use of audio and video in an innovative way to aid reading comprehension.

Simbi's Read For Good Challenge adds a competitive aspect to its platform designed to motivate students to read more books, more often. Students can win prizes including a virtual visit with Juno Award-nominated artist and author Ginalina who will be reading her book The Mighty River. The class that reads the most books gets to create their own story for the digital Simbi Global Library, and wins a class set of books from a Gear Pick pack selected by literacy expert Adrienne Gear. Top NBC, Disney and Nickelodeon stars are participating including Faly Rakotohavana from Disney's 'Secret Society of Second Born Royals' and Aria Brooks from Nickelodeon's 'All That.' The challenge runs through October 1, 2021.

Image Credit: Simbi

Interactive Learning
Platforms that use AI to make learning more interactive and engaging for students are disrupting the traditional education system.
Competitive Learning
Adding a competitive element to learning platforms can motivate students to read more and improve their literacy skills.
Innovative Use of Audio and Video
Platforms that use audio and video in a unique way to aid reading comprehension are revolutionizing how we teach literacy to students.

Industries Being Reshaped

Education
The education industry has the opportunity to improve literacy rates and student engagement by adopting interactive and competitive learning platforms.
Publishing
Publishers have the opportunity to expand their audience and increase book sales by partnering with learning platforms and incorporating audio and video elements in their books.
Entertainment
The entertainment industry has the opportunity to use its content to inspire and motivate students to read more through partnerships with learning platforms and challenges.
SCORE
6.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 81%
Activity 99%
Freshness 11%