NEOMIby Just to Learn

Where children’s ideas take shape

NEOMI measures and grows creativity. An AI-scored test shows where each learner stands, and for children aged 6 to 12, a hands-on programme with augmented reality and 3D printing helps them grow.

NEOMI app screens

Two ways to use NEOMI

Buy the test on its own, or run the full programme with the test built in.

  • The test on its own

    For schools, universities, ministries and companies

    Short creative tasks scored by AI, with instant results and reports from each learner up to class, school and region.

    • 8 creativity areas for students
    • A rapid version when time is short
    • Reports at every level
    • Priced per person tested
  • The full NEOMI programme

    For schools, ages 6 to 12

    The test before and after, with a hands-on STEAM studio in between: students design, test their ideas in AR and 3D-print them.

    • Tests before and after
    • AR kit and 3D printing system
    • Curriculum per age group
    • Free teacher training
    • An annual licence per student

You can start with the test and add the programme later. The second test then shows what changed.

The NEOMI Creative Thinking Test

Short creative tasks, scored by AI, with instant results and reports for every student, class, school and region. A rapid version is available when time is short. Schools, universities, ministries and companies can use it on its own or as part of the programme.

4 core skills

Fluency
How many ideas a child produces.
Flexibility
How many different kinds of ideas.
Originality
How unusual the ideas are.
Elaboration
How much detail the ideas carry.

4 extended skills

Imagination
Picturing what isn’t there yet.
Emotion
Putting feeling into the work.
Visual expression
Saying things through images.
Descriptiveness
Explaining ideas in words.

Inside a NEOMI report

Every student gets a five-page report. This is page one for an invented student, to show the format.

  1. 1

    Summary

    One NEOMI score out of 10, a creativity level and the student’s place in the class.

  2. 2

    The eight skills

    Each skill compared with the class, with a plain-language explanation.

  3. 3

    Among classmates

    A class map that groups students as deep thinkers, idea generators, well-rounded or building up.

  4. 4

    What to do next

    One personal recommendation for each skill.

  5. 5

    How the student worked

    Time spent per task and per idea against the class, with original ideas marked.

Ask for a sample report

Sample report, invented student

Layla A.

High creativity

8.4/ 10NEOMI score
OriginalityFluencyFlexibilityElaborationVisual expressionDescriptivenessEmotionImagination
Strongest skillImagination
Most room to growOriginality

The NEOMI Creativity Programme

An AR-based STEAM studio. Students take on challenges that mix science, technology, engineering, art and maths, design their answers, test them in augmented reality and bring the best ones to life with 3D printing.

  1. A student designing on a tablet

    1Design

    Basic shapes on a 5 × 5 board and in the app.

  2. A 3D model in AR above the board

    2See it in AR

    A 3D model to walk around, judge and improve.

  3. A 3D-printed piece in a student’s hands

    3Print it

    The idea becomes an object.

Measured, not assumed

Every NEOMI programme starts and ends with the test, so a school sees in numbers what changed. This is what it showed at Al Kifah Academy.

Bring the programme to your school

NEOMI at Al Kifah Academy

+56%higher average creativity score after the programme: from 72 to 112.

  • Before the programme
  • After the programme
Average creativity score, before and after the programme
Before the programme72
After the programme112

More than 200 students in grades 6 to 9 took the test before and after the programme in 2023. The whole curve shifted to higher scores, not just its top end.

Study by Just to Learn with Al Kifah Academy. The curves are redrawn from the study’s chart.

Built on STEAM

Children are surrounded by screens but rarely use them to make anything. NEOMI’s challenges mix science, technology, engineering, art and maths, so students learn to think critically, solve problems creatively and connect ideas across subjects. It’s not about memorising. It’s about exploring, experimenting and making.

  • Science
  • Technology
  • Engineering
  • Art
  • Maths
  • Art at the heart

    Art gives children a space to explore, express themselves and take risks without fear. They can try, make mistakes and make something of their own, and share complex ideas in a simple way.

  • Augmented reality

    Children see their ideas in 3D straight away, which makes abstract ideas easier to grasp. Because smartphones are everywhere, even in low-income areas, AR can reach almost any school.

  • Artificial intelligence

    AI scores each child’s creative thinking, recognises the shapes they build and helps match activities to their strengths, tracking progress along the way.

  • 3D printing

    The last step. Students hold their idea in their hands as a real model, link ideas to results and start to see themselves as real makers.

The NEOMI kit

In the box

  • Student and teacher accounts on iOS, Android and the web
  • AR kit: design boards and marker cubes
  • 3D printing system
  • Curriculum per age group and facilitator guide
  • AI-based tests, before and after
  • Gamification portal and progress reports
  • A learning management system for monitoring and feedback
  • Free teacher training

Full details for schools

Built on decades of creativity research

Two traditions shape how NEOMI measures creativity, and three shape how it grows it.

How we measure

Guilford
J.P. Guilford’s model of divergent thinking, the origin of fluency, flexibility, originality and elaboration: the 4 core skills the test scores.
Torrance
E. Paul Torrance’s Tests of Creative Thinking, the most widely used creativity assessment, the model for how the test tasks are built and scored.

How we grow it

De Bono’s lateral thinking
Techniques for escaping obvious answers and reframing problems, used in activities that push for original solutions.
SCAMPER
Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse: the steps students use to redesign their own creations.
Langer’s mindfulness
Ellen Langer’s idea of noticing new things and seeing more than one perspective, used to build the habit of questioning first ideas.

NEOMI on every device

The student app runs on iOS and Android, with a web version for computers. Teachers have their own app and portals.

See NEOMI with your own students in mind

Book a demo and we’ll walk you through the test, the report and the programme.

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