Antonia Tayeh
Artificial Reality (AR) for Peace
I own and operate a children’s playground, including the AR technology offering interactive games, and through my experience, I discovered something bigger than entertainment: Interactive games can become powerful tools for education, cognitive development, social-emotional learning, and inclusion. This realization led me to a bigger vision: to transform a traditional playground into an inclusive edutainment hub where children with and without disabilities can play, learn, move, interact, and develop the skills they need for life.
Today, we face a growing gap between how children learn and how they naturally engage. Traditional education often focuses on academic knowledge and technical competencies, while children have limited opportunities to intentionally develop human soft skills such as communication, teamwork, empathy, confidence, resilience, patience, problem-solving, anger management, emotional regulation, and social interaction.
At the same time, maintaining children’s attention, motivation, and participation through traditional methods is becoming increasingly difficult.
We are solving both problems by transforming AR interactive technology from entertainment into a purposeful tool for education, cognitive development, and social-emotional learning. Our AR interactive games combine visual, audio, and physical movement to create multisensory experiences that engage children cognitively while keeping them active.
By designing structured programs around interactive games, we can intentionally use play to develop children’s soft skills while keeping them physically active and emotionally engaged.
Children are not simply sitting behind screens consuming content; we create facilitated experiences with clear developmental objectives in which children must move, listen, communicate, cooperate, make decisions, solve problems, manage emotions, demonstrate empathy, build confidence, and work together.
But our vision goes beyond the edutainment hub. We are connecting interactive technology directly to education. Our experiences can become practical tools for teachers, helping transform STEAM subjects from abstract concepts into engaging, hands-on experiences. They can complement technologies already used in schools, including coding, AI, robotics, Minecraft Education, and 3D printing. We are creating a bridge between classroom learning and real-world application, while simultaneously developing the human skills that technology alone cannot teach.
Our team combines expertise in entertainment operations, interactive technology, education, therapy, and child development. We are now developing structured programs adaptable to different ages, abilities, and learning needs, including inclusive experiences for children with disabilities.
The model creates value for everyone. Schools gain engaging educational tools. Therapists gain interactive environments that support developmental goals. Families gain meaningful, inclusive edutainment space for their children. Organizations gain opportunities to create measurable social impact.
We will build partnerships with schools, nurseries, therapists, educators, NGOs, technology companies, and community organizations through demonstrations, workshops, pilot programs, social media, school outreach, and community events.
We are transforming entertainment into purposeful edutainment and making technology a bridge, not a barrier, to inclusion. By helping children become stronger learners, more emotionally regulated, more resilient, more empathetic, more confident, and more accepting, we are investing in the adults and communities they will become. We are not simply creating a place and tools to develop children; we are building a scalable model for stronger children, stronger communities, and a more inclusive society. We invite you to become part of it.