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디딤 미니 (DIDIM Mini)
HonoreeEdTechXR인공지능(AI)보드 게임물리 학습혼합 현실교육 기술(EdTech)

디딤 미니 (DIDIM Mini)

4
0

Twohands Interactive Inc.

One-Line Product Definition

XR Board Game-Based AI Learning Platform – Composed of a physical board game kit incorporating augmented reality (AR) technology and an AI coaching system. When children move physical board game pieces and pads, virtual characters and worlds unfold in AR, and AI provides real-time hints and feedback, making learning logic/coding/science fun. It is an educational device.

Problem Definition

There have been many attempts to utilize AR/VR in children's education, but education on screens has been difficult to sustain attention and maintain engagement for extended periods.

On the other hand, traditional board games are fun, but their educational effect requires teacher intervention.

A solution was needed to fuse these two worlds and achieve both fun and learning effects simultaneously.

Key Differentiators

DIDIM Mini consists of a real-world board game set (pieces, dice, cards, etc.) and a tablet/phone app.

When a child moves a piece on the board, the tablet AR app overlays the real board with virtual graphics, transforming the real game board into a fantasy learning world.

For example, when a specific math problem card is placed on the board, an AR character appears to explain the problem. When the child moves the piece to the correct answer location, the AI indicates whether it is correct and proceeds to the next step.

At this time, the AI tutor analyzes the child's play patterns to adjust the difficulty level or provide hints, offering personalized learning coaching.

This innovation combines the tactile fun of real-world toys with the immersive experience of AR, enhancing both learning effectiveness and interest.

Key Adopters

Parents (B2C) can purchase it for their children's education at home, or schools and academies (B2B) can adopt it as a creative experience tool.

It can be used for all elementary school subjects depending on the educational content.

Scalability

In line with the increasing trend of EdTech adoption in the education sector, there is potential for entering domestic and international education markets.

In particular, it can continue to be sold by additionally developing content specialized in fields such as coding education and STEAM.

However, since it is a hardware + software composite product, cost and price management are important, and securing connectivity with existing education curricula is necessary for mass distribution.

Judges' Evaluation

It has been called a "future classroom without spatial constraints" and has attracted attention by winning the Innovation Award.

There were many positive evaluations that it is a highly complete educational tool utilizing AR/AI and that children would respond well to it.

However, as it is in the demonstration stage, the need for content diversity and teacher training were pointed out as challenges.

Regarding marketability, there are conflicting views: cautious views that it may remain a niche market due to the nature of EdTech, and optimistic views that it has the potential to become a hit like Pokémon Go.

Analyst Insights

⚠️ Impressive technology but market uncertainty – Although it is difficult to immediately popularize due to the many hurdles to overcome before application in the educational field, there is a possibility that it will establish itself around some enthusiasts in the future as an innovative attempt.

The award list data is based on the official CES 2026 website, and detailed analysis content is produced by USLab.ai. For content modification requests or inquiries, please contact contact@uslab.ai. Free to use with source attribution (USLab.ai) (CC BY)

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