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Play ‘n’ Learn: Improving Children’s Literacy
and Numeracy Skills with Entertaining
Android Game Apps
In underserved communities in India, school children ages 6-8 are improving
their literacy and numeracy skills while playing fun and entertaining educational
games on smartphones and tablets. The Play ‘n’ Learn program combines
Qualcomm mobile technology and digital content from Sesame Workshop India’s
(SWI) popular Galli Galli Sim Sim (GGSS, the Indian Sesame Street) outreach and
television programs to demonstrate how today’s mobile platforms can be used to
improve access to quality educational content and transform learning, regardless
of a child’s socioeconomic status.
Challenge
»» 	The Annual Status of Education Report (ASER) 20131
finds that literacy and numeracy skills have
declined in the past six years among children ages 5-16 studying in India’s rural schools.
»» 	The Inside Primary Schools report from ASER2
notes, “the evidence suggests that children’s learning
levels are far from satisfactory and that considerable work still needs to be done to guarantee
learning for all children.” Among the challenges are lack of engaging content in classrooms, teacher
shortages, low motivation and poor infrastructure.
»» 	The increasing need to improve learning outcomes at all levels is expressed in the Government of
India’s 12th Five Year Plan.
Solution
»» 	The increasing adoption of smartphones in India has the potential to positively influence the
education segment.
»» 	SWI developed a set of 25 games which were mapped to the primary grade school curriculum to
improve vocabulary, comprehension, STEM (Science, Technology, Engineering, Math) concepts,
identification of shapes, shadows, habitats, numbers, alphabets and spatial understanding in
addition to promoting hand washing and sanitation.
»» 	The games feature SWI’s GGSS content and popular characters such as Raya, Boombah, Chamki,
Elmo, Googly and Grover. All games are available for free download on the Google Play Store.
»» 	The first phase of the Play ‘n’ Learn program was launched in May 2013 among 40 children from an
under-resourced neighborhood of South Delhi.
»» 	The children received 3G enabled smartphones equipped with the educational games.
»» 	Since the initial implementation, 3G tablets equipped with the games have been provided to more
than 370 children in classes 1, 2 and 3 in four government primary schools of the South Delhi
Municipal Corporation.
»» 	The digital games were also introduced in 50 primary schools of Patna and Vaishali districts of Bihar,
reaching around 4500 additional children to supplement the primary grade education initiative of
SWI.
INDIA
2014 Statistics
»» Life expectancy: 67.8 years
»» Population: 1.2 billion
»» GDP per capita: US$1,500 (2013
est.)
»» Mobile penetration: 74.8% (est.)
Sources: GDP Data provided by http://data.
worldbank.org/indicator/NY.GDP.PCAP.CD; Mobile
penetration data provided by Informa UK Limited
and based on market intelligence. Population
data from CIA World Factbook.
The students watch space shows
on their mobile devices and link it
to Grover Ki Antariksh Yatra after
learning about it on the games.
— Class 3 teacher, Arya Pathshala
Kids who didn’t come to class earlier
now come because of these tablet
games
— Class 1 teacher, SDMC Defence
Colony
Education | Entrepreneurship | Environment | Health Care | Public Safety
Qualcomm® Wireless Reach™
Qualcomm believes access to advanced wireless technologies can improve people’s lives. Qualcomm Wireless Reach is a strategic initiative that brings wireless technology to
underserved communities globally. Wireless Reach invests in projects that foster entrepreneurship, aid in public safety, enhance the delivery of health care, enrich teaching and learning
and improve environmental sustainability. For more information, please visit www.qualcomm.com/wirelessreach.
»» 	In addition, the games focused on improving sanitation and hygiene were integrated in the “Raho
Swach, Jiyo Mast”3
pilot campaign, reaching over 500 children in urban slums of Kolkata.
»» 	To date, the games have been downloaded over 69,000 times from the Google Play Store.
Impact
Research4, 5,6
conducted over the period of the intervention showed that:
»» Class 1 and 2 children from the community had more than 1.5 times improvements in scores for word
knowledge and imagination as compared to children not exposed to the games. Boys exposed to
the games showed four times greater gains in Hindi reading and five times in Hindi comprehension
in comparison to boys not part of the intervention. Class 1 and 2 children from the community had
more than 2.5 times improvements in scores for Hindi comprehension as compared to children not
exposed to GGSS games. Amongst children exposed to the games, girls showed more than 1.5 times
more gains in numeracy than boys
»» Children from Classes 1, 2 and 3 in the Delhi schools showed greater gains in comprehension, word
knowledge and imagination. Children exposed to GGSS games in Class 1 showed three times the
improvement in word knowledge and imagination as compared to children not exposed to the games.
»» Teachers’ observed that children’s engagement level in Maths and Hindi were higher when games
were used in classrooms.
»» Teachers’ attitudes towards the use of multimedia in classrooms improved by the end of the
intervention as they reported their comfort level increased after using the tablets in their classroom
and the majority of them felt that tablet sessions should be introduced in Class 1.
»» Half of the teachers interviewed in Delhi said that the tablet sessions had improved attendance
especially on the tablet session days. Teachers reported that tablet sessions have had positive
feedback from parents.
Project Stakeholders
»» 	Qualcomm Wireless Reach is the project funder and provides technical and managerial support.
»» Sesame Workshop India, the organization behind Galli Galli Sim Sim, develops and distributes high
quality and engaging content through television, radio, print and digital media.
»» South Delhi Municipal Corporation operates the Government Primary Schools that are participating
in this project.
»» The Department of Primary Education, Government of Bihar operates primary schools in Vaishali
and Patna districts of Bihar.
INDIA
1
http://www.asercentre.org/Keywords/p/205.html
2
http://www.asercentre.org/p/62.html
3
Supported by the Bill & Melinda Gates Foundation, Sesame Workshop India has implemented a pilot campaign in Kolkata, which aims to improve sanitation related behaviors amongst
the participating children and communities
4
Impact assessment of digital intervention on primary Hindi & Maths skills in marginalized community, BGM Policy Innovation Pvt. Ltd. (September 2013)
5
Impact assessment of digital intervention on primary Hindi & Maths skills in Municipal Corporation of Delhi Schools, New Concept Information Systems Pvt. Ltd. (June 2014)
6
ACR Digital Qualitative Study- Vaishali, Bihar – New Concept Information System Pvt. Ltd. (May 2014)
August 17, 2015

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CaseStudy_SesInd_PlyNLrn_Eng_Aug2015

  • 1. Play ‘n’ Learn: Improving Children’s Literacy and Numeracy Skills with Entertaining Android Game Apps In underserved communities in India, school children ages 6-8 are improving their literacy and numeracy skills while playing fun and entertaining educational games on smartphones and tablets. The Play ‘n’ Learn program combines Qualcomm mobile technology and digital content from Sesame Workshop India’s (SWI) popular Galli Galli Sim Sim (GGSS, the Indian Sesame Street) outreach and television programs to demonstrate how today’s mobile platforms can be used to improve access to quality educational content and transform learning, regardless of a child’s socioeconomic status. Challenge »» The Annual Status of Education Report (ASER) 20131 finds that literacy and numeracy skills have declined in the past six years among children ages 5-16 studying in India’s rural schools. »» The Inside Primary Schools report from ASER2 notes, “the evidence suggests that children’s learning levels are far from satisfactory and that considerable work still needs to be done to guarantee learning for all children.” Among the challenges are lack of engaging content in classrooms, teacher shortages, low motivation and poor infrastructure. »» The increasing need to improve learning outcomes at all levels is expressed in the Government of India’s 12th Five Year Plan. Solution »» The increasing adoption of smartphones in India has the potential to positively influence the education segment. »» SWI developed a set of 25 games which were mapped to the primary grade school curriculum to improve vocabulary, comprehension, STEM (Science, Technology, Engineering, Math) concepts, identification of shapes, shadows, habitats, numbers, alphabets and spatial understanding in addition to promoting hand washing and sanitation. »» The games feature SWI’s GGSS content and popular characters such as Raya, Boombah, Chamki, Elmo, Googly and Grover. All games are available for free download on the Google Play Store. »» The first phase of the Play ‘n’ Learn program was launched in May 2013 among 40 children from an under-resourced neighborhood of South Delhi. »» The children received 3G enabled smartphones equipped with the educational games. »» Since the initial implementation, 3G tablets equipped with the games have been provided to more than 370 children in classes 1, 2 and 3 in four government primary schools of the South Delhi Municipal Corporation. »» The digital games were also introduced in 50 primary schools of Patna and Vaishali districts of Bihar, reaching around 4500 additional children to supplement the primary grade education initiative of SWI. INDIA 2014 Statistics »» Life expectancy: 67.8 years »» Population: 1.2 billion »» GDP per capita: US$1,500 (2013 est.) »» Mobile penetration: 74.8% (est.) Sources: GDP Data provided by http://data. worldbank.org/indicator/NY.GDP.PCAP.CD; Mobile penetration data provided by Informa UK Limited and based on market intelligence. Population data from CIA World Factbook. The students watch space shows on their mobile devices and link it to Grover Ki Antariksh Yatra after learning about it on the games. — Class 3 teacher, Arya Pathshala Kids who didn’t come to class earlier now come because of these tablet games — Class 1 teacher, SDMC Defence Colony Education | Entrepreneurship | Environment | Health Care | Public Safety
  • 2. Qualcomm® Wireless Reach™ Qualcomm believes access to advanced wireless technologies can improve people’s lives. Qualcomm Wireless Reach is a strategic initiative that brings wireless technology to underserved communities globally. Wireless Reach invests in projects that foster entrepreneurship, aid in public safety, enhance the delivery of health care, enrich teaching and learning and improve environmental sustainability. For more information, please visit www.qualcomm.com/wirelessreach. »» In addition, the games focused on improving sanitation and hygiene were integrated in the “Raho Swach, Jiyo Mast”3 pilot campaign, reaching over 500 children in urban slums of Kolkata. »» To date, the games have been downloaded over 69,000 times from the Google Play Store. Impact Research4, 5,6 conducted over the period of the intervention showed that: »» Class 1 and 2 children from the community had more than 1.5 times improvements in scores for word knowledge and imagination as compared to children not exposed to the games. Boys exposed to the games showed four times greater gains in Hindi reading and five times in Hindi comprehension in comparison to boys not part of the intervention. Class 1 and 2 children from the community had more than 2.5 times improvements in scores for Hindi comprehension as compared to children not exposed to GGSS games. Amongst children exposed to the games, girls showed more than 1.5 times more gains in numeracy than boys »» Children from Classes 1, 2 and 3 in the Delhi schools showed greater gains in comprehension, word knowledge and imagination. Children exposed to GGSS games in Class 1 showed three times the improvement in word knowledge and imagination as compared to children not exposed to the games. »» Teachers’ observed that children’s engagement level in Maths and Hindi were higher when games were used in classrooms. »» Teachers’ attitudes towards the use of multimedia in classrooms improved by the end of the intervention as they reported their comfort level increased after using the tablets in their classroom and the majority of them felt that tablet sessions should be introduced in Class 1. »» Half of the teachers interviewed in Delhi said that the tablet sessions had improved attendance especially on the tablet session days. Teachers reported that tablet sessions have had positive feedback from parents. Project Stakeholders »» Qualcomm Wireless Reach is the project funder and provides technical and managerial support. »» Sesame Workshop India, the organization behind Galli Galli Sim Sim, develops and distributes high quality and engaging content through television, radio, print and digital media. »» South Delhi Municipal Corporation operates the Government Primary Schools that are participating in this project. »» The Department of Primary Education, Government of Bihar operates primary schools in Vaishali and Patna districts of Bihar. INDIA 1 http://www.asercentre.org/Keywords/p/205.html 2 http://www.asercentre.org/p/62.html 3 Supported by the Bill & Melinda Gates Foundation, Sesame Workshop India has implemented a pilot campaign in Kolkata, which aims to improve sanitation related behaviors amongst the participating children and communities 4 Impact assessment of digital intervention on primary Hindi & Maths skills in marginalized community, BGM Policy Innovation Pvt. Ltd. (September 2013) 5 Impact assessment of digital intervention on primary Hindi & Maths skills in Municipal Corporation of Delhi Schools, New Concept Information Systems Pvt. Ltd. (June 2014) 6 ACR Digital Qualitative Study- Vaishali, Bihar – New Concept Information System Pvt. Ltd. (May 2014) August 17, 2015