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e-Learning for Kids



         Case study

          Giorgio Sironi
          NEST project
 Alta Scuola Politecnica 7th cycle
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
Homepage
Homepage

   Starts with customization
       Access to the various thematic channels
       Selection of the student's grade
   Leads to filtered lists
Games list
Games list

   Topics                   The subjects list
       math                 complements K12
                             education: it is also
       language
                             oriented to topics that
       science              are not treated in the
       computer             classroom
       environmental
       health
       life skills
       laundry
Game example
Game example

   Flow of information
       Audio, video
       Text
       Animations
   Interaction
       Mouse
       Keyboard
In-game navigation
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
Completion
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
Business model

   Funding
       Donations to the foundation
       Grants for research
       Volunteering
       Sponsorships
       Royalties from firms
                   Redistributors (e.g. for offline access)
                   Resellers
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

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e-Learning for kids

  • 1. e-Learning for Kids Case study Giorgio Sironi NEST project Alta Scuola Politecnica 7th cycle
  • 2. 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
  • 4. Homepage  Starts with customization  Access to the various thematic channels  Selection of the student's grade  Leads to filtered lists
  • 6. Games list  Topics The subjects list  math complements K12 education: it is also  language oriented to topics that  science are not treated in the  computer classroom  environmental  health  life skills  laundry
  • 8. Game example  Flow of information  Audio, video  Text  Animations  Interaction  Mouse  Keyboard
  • 10. 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
  • 12. 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
  • 13. Business model  Funding  Donations to the foundation  Grants for research  Volunteering  Sponsorships  Royalties from firms  Redistributors (e.g. for offline access)  Resellers
  • 14. 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