Case study: e-Learning for KidsGiorgio Sironi (Nest Group)
Description• Service: series of self-contained applications – developed independently – categorized by subject and students grade (K12) – Game-based, continuous interaction to foster attention• Target users: low grade students• Main actors: game developers, students, teachers (for selection)
Description• Didactive objectives – Treat non-classroom subjects – Availability as additional work for best students – Differentiates the experiences of students• Business model – Donations and research grants – Volunteering – Redistribution by partners
Browsing the website: games list• Topics The subjects list – math complements – language K12 education: it – science is also oriented – computer to topics that are – environmental not treated in – health the classroom – life skills – laundry
Browsing the website: completion• Game completion certificate – Reward for the student – Printable or exportable – Customizable with the students name• Does not tie-in with other games or the rest of the platform – Lack of integration between games
Strengths & weaknesses• Cost model – One-time production of content, little maintenance – Freely available, redistributable for royalties• Lack of integration between games should be addressed – Experience ends with each game – Children are not tracked between sessions
Conclusions & take-aways• Game-based interactions are attractive for children• Multiple units (e.g. games) allow to parallelize development – multiple domains: science, math, literature...