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    [Pangyo Game & Contents] Minglecon wins AI Education Content Award at EduTech Show


    Jin Hyeon-jeong, CEO of Minglecon, receiving the AI ​​Education Content Award at the EduTech Show held for three days from September 30 to October 3 (right) | Provided by Minglecon

    Minglecon (CEO Jin Hyeon-jeong), which provides services as a gamification-based edutech venture company, won the AI ​​Education Content Award at the EduTech Show hosted by KOTRA.

    Minglecon provides gamification services to improve creative problem-solving skills, a core competency of the 21st century. The service is provided by converging technologies such as mobile apps, web, hands-on kits, STEAM robots, and artificial intelligence robots.

    Main contents such as Minglebot, Minglecon Basketball English Vocabulary, Free Time TOEIC, etc. | Provided by Minglecon

    Minglecon’s main gamifications include four types of mobile app services, including Minglebot, Minglecon Basketball English Vocabulary 240, and Jamjam TOEIC.

    TOEIC, which allows teenagers who need basic TOEIC learning, college students and office workers preparing for employment and job changes to gain interest and concentration at the same time through gamification learning, has the advantage of having fun learning TOEIC through retro games. .

    Minglebot, one of Minglecon’s representative contents | Provided by Minglecon

    In particular, Minglebots with high recognition at home and abroad include ‘Minglebot Junior’, ‘Minglebot Origin’, ‘Minglebot, I am also an artificial intelligence developer’, and ‘Minglebot, help me!’ It consists of a kit and mobile app gamification.

    Minglecon is also preparing for the global launch of mobile gamification apps such as ‘Let Me, Honorary Firefighter’ and ‘Speedy Number’ targeting the MZ generation.

    Minglecon CEO Jin Hyun-jung and Minglebot Kit | Provided by Minglecon

    Jin Hyun-jung, CEO of Minglecon, said that Minglecon’s gamification service, which had previously been targeted at preschoolers and lower elementary school students, was in demand from institutions related to the elderly in their 60s and older, confirming the unique scalability of gamification. .

    Meanwhile, Minglecon naturally recognizes the advantage of gamification as being able to enjoy content regardless of age or gender, and has expanded to Generation Z and Baby Boomers, providing a gamification subscription service that covers all ages from preschoolers to the elderly. We are accelerating the expansion of our territory.

    Source:  Pangyo Techno Valley Official Newsroom

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