2. 2
Our vision
To grow a new global generation of problem solvers & makers: students
who can create, launch & market new products that change their world
3. 3
Our key principles
Inquiry-led education Real-life problems Technology
Student-led pedagogy
Peer-to-peer learning
Team work
Open brief
Students pick
problems they are
close to (family,
friends, community)
Mobile, social and
web apps
Drag & drop tools +
coding
4. 4
21st century pedagogy
From: Fountain of knowledge
Educator
Individual
students
To: Rock climbing coach
Educator
Expert
Team of
students
Old style top-down/ front-of-
class teaching model
Undifferentiated disengaging
learning model, no real life use
Practical applied model
Educator as coach, not lecturer
Differentiated learning driven by
students with expert advice
5. 5
Coding with a purpose
Scoping
Idea generation & screening
Product development
Pitch & competition
Crashcourse
Student-led
Project-based
Creative & expressive
Real world context
Technical and “soft” skills
5 modules of content framework:
30-50 contact hours
Lean start-up approach
STEAMED, not just STEM
Science
Technology
Engineering
Arts
Maths
Entrepreneurship
Drama
Educators have a lot of freedom to
adjust content framework to local
needs (within some guidelines)
6. 6
Technology tools pyramid
APIs
esp. Facebook, data
Web development (HTML, CSS, Javascript)
e.g. JSbin, Thimble
Building blocks
e.g. App Inventor, AppShed
Wireframing
e.g. Balsamiq, Lucidchart, POP app
Educator decides
how high to move
up the pyramid with
his students
Based on educator
and students skills &
motivation
7. 7
Our offer
Content + Communities + Platform
Open-source free learning
content
Continuously updated to
keep pace with tech sector
One-stop-shop for discounts
of tech learning tools
Educator peer-to-peer
community
Expert community of
mentors
Purpose-built core
delivery infrastructure
─ Content access
─ Expert matching
─ Awards submissions
─ Data & analytics
9. 9
Our current reach
UK: 17,000+
US: 300+
Catalonia: 6,000
47 1,250
6,250
23,300
2010/11 2011/12 2012/13 2013/14
80% of course implemented
in school timetable
98% formal learning
environment (schools)
Opera/onal
years
>
No.
of
students
trained
>
10. 10
Our audience & impact
17%
49%
In tech industry AfG students
Females in UK 2013/14
= 32%
= 22%
22%
30%
UK national average AfG students
= 8%
In tech industry
15%
15%
Non-white ethnic background in UK 2013/14
10-18 year olds (70% in UK:
13-15 years)
2012/13 Impact Report:
60% significant improvement in
students’ programming and ICT
skills
88% improving teamwork for
students
82% reporting significant effect on
communication skills for
students
90% effect on students’ problem
solving skills
11. 11
2012-14: UK policy change
Jan ‘12: Education Secretary Michael Gove: English
ICT curriculum in schools “boring and dull”. He
mentioned Apps for Good in his speech as a best
practice example
Sep ‘12 – Sep ‘14: Opportunity for schools to test
new approaches to ICT and computing
Sep ‘14: New computing curriculum launches
75%
25%25%
75%
2011/12 2012/13
After-school club or
mixed model
In timetable
12. 12
Case study I: Wick High School/ Scotland
Track and manage cattle data
Cattle
Manager
Dog Log
Walk your obese dog and keep it fit
Secondary school in the
far North of Scotland
Very rural area
No typical access to
technology career
opportunities
Scottish Curriculum for
Excellence with focus on
computer science
“Never has an educational
programme opened up so
many opportunities to
students and so many
doors to industry.”
“Our pupils are incredibly
proud of what they
produce”
TalkTalk Digital Hero
Award 2013
Chris Aitken,
Computing
Science Teacher
13. 13
Case Study II: Policy innovation - Catalonia
Feb ‘13: MWC education panel
Jul ‘13: ICT curriculum change
Jul ’13: AFG provides content
Sep ’13: content adaptation done
Dec ‘13: teacher training complete
Jan ‘14: launch of courses
─ 196 schools
─ 6,000 students
Inspiring cross-sector partnership between Department of Education and the GSMA
Apps for Good provides content as well as advice