Kanca

Overview

A cartoon orange fox wearing a blue cap happily reading a book, with the word 'Kanca' below in bold letters.

Indonesia faces a significant literacy crisis, with PISA scores showing over 60% of students scoring at the lowest level in reading, math, and science, often because children find traditional learning materials boring compared to digital entertainment like Roblox. KANCA addresses this engagement gap by transforming education into “Fun Gamification” through an interactive platform that turns reading into a personalized, game-like experience. Our solution uses AI to create dynamic stories where children become active participants, making learning enjoyable and culturally relevant.  

Watch our project introduction here: https://youtu.be/ZErL6gMnw5Y?si=21tiDv8RChxxeMkl

Solution

KANCA leverages the SEA-LION Large Language Model (LLM), which is fine-tuned for ASEAN cultural contexts, alongside Retrieval-Augmented Generation (RAG) to produce culturally grounded educational content. The platform features “Dynamic Branching,” allowing children to make real-time decisions that alter the storyline, and uses Google Imagen and Chirp TTS to generate engaging visuals and natural speech. This approach not only keeps students engaged but also provides parents and teachers with a dashboard offering personalized insights into a child’s cognitive, behavioral, and mental development based on their interactions.

Illustration of a mobile app interface for an interactive storytelling platform, showing steps for story creation, decision-making, and conclusions with engaging visuals and moral lessons.
Three mobile phone screens displaying the KANCA educational app interface, featuring a vibrant orange background, game elements like badges, levels, and quizzes designed for engaging children's learning.

Conclusion

Pilot testing at a local primary school in Semarang City has yielded positive results, with 92% of students preferring KANCA over traditional books and 88% reporting that story choices make the experience more fun. Moving forward, KANCA aims to scale nationwide to 1,500 schools and expand into the broader Southeast Asian market. We are actively seeking strategic partnerships, particularly within the educational sector, to ensure that “Learning Shouldn’t be Boring!”.

About the team

The name “kanca” is derived from the Javanese word “konco”, which means “friend,” reflecting our mission to be a learning companion for students. We are a team of four from Bina Nusantara University, Semarang Campus, passionate about transforming education:

A collage featuring four young men in various poses: the first is standing near the ocean with a relaxed expression, the second is outdoors giving a peace sign, the third is in a dark outfit with a serious look in a spotlight, and the fourth is playfully gesturing with both hands.

James Alvin Dhanardi Team Leader & AI/ML Expertise in AI/ML development. Leads the development of core AI functions, specifically focusing on RAG (Retrieval-Augmented Generation) systems and agentic AI.

LinkedIn: https://www.linkedin.com/in/james-dhanardi/

Hibatullah Fawwaz Hana Mobile Developer Expertise in cross-platform development. Responsible for building the mobile app, ensuring seamless performance across Android, Web, and iOS.


LinkedIn: https://www.linkedin.com/in/hib4/

Nicholas Lorenzo Setiawan
UI/UX Designer. Designed the entire KANCA application interface to ensure it is intuitive and engaging for children.



LinkedIn: https://www.linkedin.com/in/nicholaslorenzosetiawan/

Wisnu Putra
Backend & DevOps Expertise in Backend and Devops. Handles the core application functionality, seamless deployment through CI/CD pipeline, and cloud deployment.


LinkedIn: https://www.linkedin.com/in/wisnuputraaa