Prison Education Tablets

Edovo Uses Specially Designed Tablets to Educate the Incarcerated

With the highest rate of incarceration in the world, the United States has increased spending on jails, but prison education funding has diminished. Edovo hopes to change the way America approaches the education of inmates with their tablet-based learning system for jailed criminals.

Based in Chicago, the startup aims to reduce recidivism, or the relapse of criminal behavior, with an incentive-driven platform. By providing educational and self-improvement resources, Edovo wants to prepare inmates for life outside of jail. The prison education tablets are not linked to the wider web, but a dedicated website hosted by a private cloud server. In addition to core modules like reading and mathematics, the platform also offers vocational training, therapeutic tools and more broad support. Successful module completion results in entertainment and game access.

Tablet-based Prison Education
Tablet-based education systems in prisons could reduce recidivism and improve outcomes for incarcerated individuals.
Incentive-driven Learning
Incentivizing prisoners with entertainment and games for successful module completion could prove to be an effective approach to prison education.
Targeted Vocational Training
Providing vocational training through tablet-based systems in prisons could help prisoners better prepare for life outside of jail and improve their employment prospects.

Who This Affects Most

Prison Education
Edovo's tablet-based learning system represents a disruptive innovation in the prison education industry.
Inmate Rehabilitation
Incentive-driven learning platforms like Edovo's could transform the inmate rehabilitation space.
E-learning Platforms
Tablet-based educational systems like Edovo's could disrupt traditional e-learning platforms by targeting a highly specific audience.
SCORE
3.6 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 62%
Activity 39%
Freshness 8%

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