School failure and lack of interest in the classrooms should be solved with imagination.
Today, more than ever, we need to stimulate and to work creatively in education, not only to change inflexible structures but in order to provide imaginative tools with low resources to face global and total system reorganization.

To achieve this, they will need to rely on government support to encourage knowledge, innovation and education as a central theme of improvement.

Animo is:

A new tool as an educational game designed for educators and students, with or without learning problems, to turn concepts given in the classroom or academy into audiovisual animations.

Animo (UPF patent pending), intended to be an alternative, stimulating and the height of fun for what should be the education in the 21st Century.

Animo, challenges the lack of imagination of new generations of children and young people who are accustomed to following patterns and predefined challenges in video games that are obsolete of imaginative effort.

In addition to triggering the imagination through the game, educational values can be worked through understanding, not only by explanation given in the classroom, but lots of concepts that affect and shape today’s society.

Animo, is invaluable in learning new skills and taking part more in interactive work strategies. On the basis of one of the best ways to learn is playing and taking advantage of new digital technologies, Animo fulfils both characteristics and speaks the same language of young people.

Animo is also a useful tool for sensory stimulation, boosting creativity, and personal development with people who have learning and mental health problems. It is also a direct means of communication between patients and specialists.


How it works

Animo is straightforward in its use and fast in its results. Once the animation is visualised and approved, it can be automatically saved as a movie (Quick Time File) onto the hard drive.


Aims to be fulfilled as UTANI project:

o Turning the classroom into a space where educators and students have fun, be amazed, feel and reflect.

o Through the game, with its easy and friendly technology, new ways of learning, finding out and understanding can be inspired.

o To offer a new process and technology in order motivate and excite the teacher and student.

o On attaining an achievement, in our case an animation, it is suitable as a self fulfilment and personal satisfaction tool that can be enjoyed and much-admired by the whole group.

o To make, organise and set in motion a thought, a reflection. It is a tool of inclusion encouraging classroom integration by cooperative working, bringing closer the disabled person and increasing their potential.

o Teachers can motivate their students, inciting them to express their ideas, their innovations, developing them in such a way as not to be held back by traditional and monotonous daily teachings.


animo videos and workshops with our first prototype

Here some of our first social experiences with animo in schools and disabled people.

Here videos with the final prototype

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