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Success story · Imascono

Chromville

+1 million downloads on the Apple Store and Google Play
Chromville: the children's drawing is painted on paper and comes to life with Augmented Reality, in the educational app created by Imascono, with more than a million downloads in 120 countries.
Case summary

An educational app developed by Imascono with Augmented Reality that blends art and the Multiple Intelligences to develop children's creativity.

Chromville is a unique initiative by Imascono to transform children’s creative education through Augmented Reality. At a time when children are born surrounded by technology but the educational model has barely been updated since the Industrial Revolution, Imascono developed an educational universe where drawing on paper comes to life by focusing it with the mobile device. Based on Howard Gardner’s eight Multiple Intelligences, Chromville promotes creativity, motivation for continuous learning, and the discovery of each child’s vocation according to their preferences, with global presence since its launch.

Client
Imascono
Sector
Education
Service
Customized personal training solutions · Digital transformation
+1M
Downloads on Apple and Google Play.
120 Countries
Global reach.
9K
Teachers subscribed to the platform.
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01 The challenge

Bringing creativity into the 21st-century classroom

In the educational sector, a paradox persists: today’s children are born with technology integrated into their daily lives, but the traditional educational model has barely been updated in decades and still prioritizes memorization over creativity. Augmented Reality opened up a new avenue to connect paper, pencil, and the classroom with the technology that children already use naturally, but it required a serious pedagogical approach to avoid remaining a technological curiosity. Imascono took on the challenge internally: developing a proprietary product that put Augmented Reality at the service of Multiple Intelligences and creativity as an essential educational value.

Bringing creativity into the 21st-century classroom
02 The solution

An educational app where drawing comes to life

The solution is Chromville, an educational universe composed of themed flashcards downloadable from the website, notebooks, and a mobile Augmented Reality app. The child chooses a card, paints it, completes the proposed exercises, and when they focus on it with their mobile device, they see their drawing come to life in 3D in front of their eyes. Each card is designed to stimulate one or more of Howard Gardner’s eight Multiple Intelligences, combining manual activity with immersive technology. The result is an educational experience that has reached more than a million children in 120 countries and has 9,000 teachers subscribed to the platform.

An educational app where drawing comes to life
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Key learnings

What this case teaches the sector.

01

Augmented Reality turns paper into a digital experience without replacing it.

The debate between traditional education and digital education often presents itself as an exclusionary dilemma: paper or screen. Augmented Reality resolves that false dichotomy by making paper the starting point and the screen the expanding layer. The child continues to draw with a pencil, and their creation comes to life when they focus on it.

02

Multiple intelligences are a rigorous pedagogical framework, not a gimmick.

Howard Gardner's theory of the eight multiple intelligences recognizes that each child learns and expresses themselves differently. Designing each activity to stimulate one or more of these intelligences elevates the technological project into a pedagogical tool recognized by the teaching sector, not merely an entertainment application.

03

9,000 subscribed teachers is the institutional validation of the project.

In education, the best sign of quality is not the number of downloads but the adoption by the teaching sector. When 9,000 teachers in 120 countries integrate a tool into their classroom, it demonstrates that the pedagogical proposal is solid and compatible with very diverse educational contexts.

04

Creativity is the gateway to learning, not its consequence.

The traditional educational model treats creativity as the final result of mastering content. Chromville reverses that logic: the child creates first, and in creating they discover. When creativity guides learning, the child becomes emotionally involved and the knowledge is internalized as part of their own experience.

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