e-learning for kids

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Case study Giorgio Sironi NEST project Alta Scuola Politecnica 7th cycle e-Learning for Kids

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e-Learning for kids is a series of online educational games realized by a foundation with the goal of differentiating and complementing the didactical experience of K12 students.

TRANSCRIPT

Page 1: e-Learning for kids

Case study

Giorgio SironiNEST project

Alta Scuola Politecnica 7th cycle

e-Learning for Kids

Page 2: e-Learning for kids

Description

Series of self-contained applications developed independently categorized by subject and student's grade (K12)

Game-based, continuous interaction to foster attention

Goals Treat non-classroom subjects Availability as additional work for best students Differentiates the experiences of students

Page 3: e-Learning for kids

Homepage

Page 4: e-Learning for kids

Homepage

Starts with customization Access to the various thematic channels Selection of the student's grade

Leads to filtered lists

Page 5: e-Learning for kids

Games list

Page 6: e-Learning for kids

Games list

Topics math language science computer environmental health life skills laundry

The subjects list complements K12 education: it is also oriented to topics that are not treated in the classroom

Page 7: e-Learning for kids

Game example

Page 8: e-Learning for kids

Game example

Flow of information Audio, video Text Animations

Interaction Mouse Keyboard

Page 9: e-Learning for kids

In-game navigation

Page 10: e-Learning for kids

In-game navigation

Glossary Audio controls

Audio is not strictly necessary, fallback to textu

Game play movement Back/forward to skip and repeat scenese Pause/replay

Page 11: e-Learning for kids

Completion

Page 12: e-Learning for kids

Completion

Game completion certificate Reward for the student Printable or exportable Customizable with the student's name

Does not tie-in with other games or the rest of the platform

Lack of integration between games

Page 13: e-Learning for kids

Business model

Funding Donations to the foundation Grants for research Volunteering Sponsorships Royalties from firms

Redistributors (e.g. for offline access) Resellers

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Conclusions

Cost model One-time production of content, little maintenance Freely available, redistributable for royalties

Take-aways Game-based interactions are attractive for children Lack of integration between games should be

addressed Experience ends with each game Children are not tracked between sessions

Multiple units (e.g. games) allow to parallelize development