Big Bang Lab

I found this pitch for Big Bang Lab an app/website based out of Hong Kong offering accessible STEAM lessons for primary-aged students. It offers interactive, ubiquitous, hands-on and reward incentives for learning STEM subjects. Let me know what your think of the pitch.


( Average Rating: 4 )

6 responses to “Big Bang Lab”

  1. John Wu

    I like this pitch, especially the focus on asking questions and playing while learning. Whenever a pitch mentions engaging and accessibility as keywords and a selling point, it usually catches my attention. Classrooms/teachers could consider using this style of learning/teaching approach in classrooms as it’s a great way to encourage STEAM knowledge discovery while shifting away from memorization based/dull learning. (those chipmunk avatars reminds of Alvin and the Chipmunks haha)


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  2. mstr

    As an EVA I would invest in this product. Perhaps not pre-pandemic, but now with so many children learning from home this program could have a large market reach. I like how the pitch was given by the co-founders themselves and addresses the pain point of girls being underrepresented in STEAM related fields. The co-founders claim to be committed to helping close the gender equality gap found worldwide in science, technology, engineering, arts and design, and math. I also thought the pitch did a good job differentiating this product from others by utilizing a self-directed hands-on learning methodology. The product boasts to be the only Honk Kong based platform that is accredited by the STEM.org educational research centre. The pitch offers a standardized curriculum for ages 3-12 that aligns with the U.S., U.K., and Singapore science curriculums. The co-founders clearly state the ask of 120, 000 Hong Kong Dollars (on Kickstarter). I also like the “Chippers,” they are very cute!


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  3. alexis reeves

    Yes, I would invest in this product. The entrepreneurs appeared enthusiastic and passionate about their product and knowledgeable the subject matter displayed via the product, Big Bang Lab. They gave background on their jobs and the initial success of their company which gave me confidence that they know what they’re doing. They explained the gap in the market being fun, interactive ubiquitous STEAM learning and the product seems well developed, appeals to outcomes from 3 separate countries curriculums and appears ready for the market. They also explain clearly what is needed from me to invest and what they will do with the money as a result. They don’t however mention any further involvement in terms of benefits from investing to me personally but their initiative to educate more women in STEAM learning and giving away 1 year free subscriptions for 100 girls from partnerships is enough for me.


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  4. Terri-Lynn McLeod

    Yes, I would invest in this venture. It is clear that the developers are enthusiastic and have a passion for their venture – bringing STEAM to everyone, particularly girls, who are underrepresented in science and technology fields. They report a successful history for their company and are planning for the future. They were clear about how much money they were looking to raise and when they needed it. The return for this investment would be knowing that I was able to help make STEAM more accessible to girls.


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  5. Marie-Eve Masse

    Yes, I would consider in investing in this product. The co-owners were engaging, backed some claims with data, and their content looked fun. I do have some concerns before investing. First is the use of the term ‘accessible’. Accessible in what way? Are they using it as a buzz word? Do they mean by offering it to a larger reach of people from a socio-economic standpoint or from a functionality for disability standpoint? And, if equipment is also needed, is it truly accessible if you don’t have access to it? That said, they have developed a curriculum and a fun way to learn STEM.


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  6. sacree

    Yes, I would invest in Big Bang Lab based on this pitch. Through the use of some specific data, noting accreditation, and demonstrating curricular alignment, they satisfy much of my concerns regarding educational tools designed to be “fun”. With some modern key phrases, such as “reinvent” learning, they connect with the desire of many viewers for something innovative, something to fill a third space. By being specific in their monetary ask, specific in how those funds will be used, and specific in one of their goals being to close the gender equality gap in STEAM, they convey a well-researched and enthusiastically presented idea that I could get on board with.


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