MILLEE – a project on Mobile phones and literacy in developing regions M is for Mobile Workshop March 1 st , 2011 – New De...
Human Development Lab @ CMU <ul><li>Research how people learn under “developing regions” conditions </li></ul><ul><ul><li>...
What drives us <ul><li>“ I think there is a world market for maybe five computers.” – T.J. Watson, IBM chairman, 1943 </li...
MILLEE: Mobile and Immersive Learning for  Literacy in Emerging Economies
Our support system <ul><li>Partnering NGOs </li></ul><ul><li>Current and previous funders </li></ul><ul><li>University con...
Project timeline 2005 Exploratory Study in Village and Slums 2007 Additional Testing and field iterations 2009 Feasibility...
Case Study Pilots  <ul><li>Classroom pilot study – </li></ul><ul><ul><li>Deployment throughout Spring 2008 </li></ul></ul>...
Pilot Results – Usage <ul><li>Duration of mobile usage for learning </li></ul><ul><ul><li>Despite electricity challenges, ...
Pilot Results – Learning benefits <ul><li>Average participant covered  46 new words  over  16 weeks of unsupervised usage ...
Design methodologies <ul><li>Creating culturally adaptive designs by analyzing  traditional games  </li></ul><ul><ul><li>S...
Opportunities to scale <ul><li>Explorative pilot with Affordable Private Schools (APS) with existing  funds from Nokia and...
Connect with us! <ul><li>Phone: 889-754-4335 </li></ul><ul><li>Email: indrani @millee.org </li></ul><ul><li>Homepage: www....
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Indrani vedula

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  • Press. Media coverage and awards next
  • Our team Multidisciplinary collaborators at CMU ( Pittsburgh, USA), local Project Manager and Curriculum Developer in Hyderabad, India 20 + undergrad researchers from India working on game development on low-end cell phones (Nokia 3310 c), Graphics development, Human Computer Interaction and Learning Sciences. (School of Design, Dept of Modern Languages, Entertainment Technology Center, Language Technologies Institute)
  • Project Timeline: MILLEE team has conducted 10 rounds of fieldwork (totaling a period of 1 year in field studies over 6 years)
  • Opportunities for mobile learning in everyday rural settings? Social contexts behind such naturalistic settings, including adoption challenges ?
  • Lesson: Formative testing becomes even more crucial when designing for new cultural contexts. A minimum of 3 rounds of field testing is required per game design Overly focusing on intervention evaluation has the unintended consequence of viewing technology as a black box. By neglecting the crucial aspects that go into intervention design, it is not surprising when pilots fail due to poor designs and/or inadequate attention to intervention design in the first place. Worse, we fail to understand how various design features account for the eventual outcomes observed in an evaluation, and hence lack the fine-grained knowledge that is essential for scaling up any pilot. Avoid reinventing the wheel by reusing best practices in existing applications as starting point to inform instructional design
  • Indrani vedula

    1. 1. MILLEE – a project on Mobile phones and literacy in developing regions M is for Mobile Workshop March 1 st , 2011 – New Delhi, India
    2. 2. Human Development Lab @ CMU <ul><li>Research how people learn under “developing regions” conditions </li></ul><ul><ul><li>Differences due to exposure to print, formal schooling, etc. </li></ul></ul><ul><ul><li>Educational games on low-cost devices, literacy and second language learning, women’s empowerment </li></ul></ul><ul><li>Multidisciplinary research group </li></ul><ul><ul><li>Computer science </li></ul></ul><ul><ul><li>Human-computer interaction </li></ul></ul><ul><ul><li>Reading literacy </li></ul></ul><ul><ul><li>Second language acquisition </li></ul></ul><ul><ul><li>Speech and language technologies </li></ul></ul><ul><ul><li>Videogame design </li></ul></ul>
    3. 3. What drives us <ul><li>“ I think there is a world market for maybe five computers.” – T.J. Watson, IBM chairman, 1943 </li></ul><ul><li>Bill Gates' bold vision in the 1970s: “A computer on every desk and in every home.” </li></ul><ul><li>Inventing the Future…. </li></ul><ul><ul><li>“ A mobile language lab in every underserved learner community.” </li></ul></ul>
    4. 4. MILLEE: Mobile and Immersive Learning for Literacy in Emerging Economies
    5. 5. Our support system <ul><li>Partnering NGOs </li></ul><ul><li>Current and previous funders </li></ul><ul><li>University connections </li></ul>Suraksha
    6. 6. Project timeline 2005 Exploratory Study in Village and Slums 2007 Additional Testing and field iterations 2009 Feasibility Study in Village and Slums Class room pilot study Curriculum Development for half academic year Out of school pilot study Developed 12 new games and usability testing
    7. 7. Case Study Pilots <ul><li>Classroom pilot study – </li></ul><ul><ul><li>Deployment throughout Spring 2008 </li></ul></ul><ul><ul><ul><li>Thrice a week. </li></ul></ul></ul><ul><ul><ul><li>After-school program at private village school </li></ul></ul></ul><ul><ul><li>Quantitative study with 27 participants (grades 2-9) </li></ul></ul><ul><ul><li>Demonstrated significant post-test improvements on spelling skills </li></ul></ul><ul><ul><li>Learning gains correlated with grade levels </li></ul></ul><ul><li>Out of school pilot study – </li></ul><ul><ul><li>Fir st study on rural children’s voluntary use of cell phones in their daily lives over extended time </li></ul></ul><ul><ul><ul><li>Participant observation with 20 rural households </li></ul></ul></ul><ul><ul><ul><li>Identified 9 scenarios by different times of the day , specific to caste and gender (learning at the fields, learning at home etc) </li></ul></ul></ul>
    8. 8. Pilot Results – Usage <ul><li>Duration of mobile usage for learning </li></ul><ul><ul><li>Despite electricity challenges, participants were able to keep cell phones charged for mobile learning </li></ul></ul><ul><ul><ul><li>2 hours, 23 min per week (on average) </li></ul></ul></ul>Electricity generator at home Reliable power outlets at home Unreliable power outlets at home
    9. 9. Pilot Results – Learning benefits <ul><li>Average participant covered 46 new words over 16 weeks of unsupervised usage of cell phones </li></ul><ul><ul><li>At this rate, each participant is expected to learn 150 new words in a calendar year </li></ul></ul><ul><ul><li>Benchmark is 500 words, given good learning conditions </li></ul></ul>
    10. 10. Design methodologies <ul><li>Creating culturally adaptive designs by analyzing traditional games </li></ul><ul><ul><li>Studied 28 traditional games from Indian villages and analyzed how they differed from contemporary western videogames. </li></ul></ul><ul><li>Combined theory and practice </li></ul><ul><ul><li>Theory: applied latest education research on second language acquisition and reading literacy acquisition </li></ul></ul><ul><ul><li>Practice: reviewed a sample of 35 commercial language learning applications </li></ul></ul><ul><ul><li>Sample selected has a balance between listening, reading, speaking and writing skills </li></ul></ul>
    11. 11. Opportunities to scale <ul><li>Explorative pilot with Affordable Private Schools (APS) with existing funds from Nokia and 450 donated phones </li></ul><ul><ul><li>What is the best way to integrate MILLEE into their existing model to add value , differentiate school owners from their competitors, cover costs </li></ul></ul><ul><ul><li>Is there a sustainable business model?? </li></ul></ul><ul><li>Evaluate partnership opportunities with: </li></ul><ul><ul><li>Cell phone manufacturers </li></ul></ul><ul><ul><li>Wireless carriers </li></ul></ul><ul><ul><li>Third-party content developers </li></ul></ul><ul><ul><li>Education service providers </li></ul></ul>
    12. 12. Connect with us! <ul><li>Phone: 889-754-4335 </li></ul><ul><li>Email: indrani @millee.org </li></ul><ul><li>Homepage: www.millee.org </li></ul>
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