Classcraft will join 15 ventures from around the world in a multi-year collaboration to help align the future of work with social equity
Sherbrooke, QC, Tuesday, March 12, 2019 - After a rigorous selection process involving hundreds of companies across the globe, Classcraft has been selected to join 15 growth-stage ventures in the initial Unreasonable FUTURE program. Unreasonable FUTURE is a bold multi-year initiative that will bring together disruptive innovators and entrepreneurs to design a future in which people and technology work side-by-side to solve workplace challenges and unlock human potential everywhere.
Founded in 2013 by brothers Shawn and Devin Young and their father Lauren Young, Classcraft is an Engagement Management System (EMS) that uses the cultural phenomenon of video games to help educators drive measurable academic performance, non-cognitive skills development, and school climate. By blending students’ physical and virtual learning, the program reframes their progress in school as a game they play together throughout the year Classcraft is used by 5+ million students and educators worldwide in more than 160 countries and is available in 11 languages.
“Classcraft is focused on creating playful experiences to develop students’ core competencies, like collaboration, problem-solving and social-emotional skills. These skills will be critical to their future success as adults, as both workers and as citizens, and we’re excited to be able to take part in the global conversation around this critical issue.” said Shawn Young, co-founder and CEO of Classcraft.
The first annual cohort of ventures will include companies creating the future of learning and up-skilling, so underserved youth and those whose jobs are being replaced by technology will find pathways to new opportunities in the digital era. The portfolio also includes entrepreneurs using disruptive technologies to maximize human potential in the workplace of tomorrow. By bringing them together, the goal is to rewrite the narrative of what it means for all humans to thrive in a new, more equitable economy.
“Unreasonable FUTURE is bringing together a hand-picked portfolio of entrepreneurs leveraging advanced technologies to ensure future generations thrive in the new economy,” Daniel Epstein, founder and CEO of Unreasonable Group said. “It’s an honor to have the opportunity to support these outstanding ventures to help design a future that will work for everyone.”
The first Unreasonable FUTURE program will take place from March 27 - April 7, at a private venue outside of San Jose, California. A full list of ventures, mentors, and specialists participating in Unreasonable FUTURE can be found here. Additional details about the partnership and program can be found on the website.
Unreasonable envisions a world in which the most valuable and influential companies are those solving humanity’s most pressing challenges. Through running worldwide immersive programs for growth-stage entrepreneurs, unique partnerships with multinationals, a globally-oriented private equity fund, an extensive international community of serial business leaders as mentors, and advanced storytelling and media activities, Unreasonable is designed to exclusively support entrepreneurs positioned to bend history in the right direction. Currently, Unreasonable works with 162 entrepreneurs who support the jobs of more than 170,000 people and who are actively impacting the lives of over 260 million individuals across more than 180 countries. They have raised over $2.3 billion dollars in funding and generated more than $1.8 billion in revenue. For more, visit www.unreasonablegroup.com.
Founded in 2013 by brothers Shawn and Devin Young and their father Lauren Young, Classcraft is a Quebec- and New York City-based edtech company serving more than 5 million students and educators worldwide. Its proprietary Engagement Management System (EMS) uses the cultural phenomenon of video games to help educators drive measurable academic performance, non-cognitive skills development, and school climate. By blending students’ physical and virtual learning, the program reframes their progress in school as a game they play together throughout the year. Classcraft is used by 5+ million students and educators worldwide in more than 160 countries and is available in 11 languages.