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Case study: e-Learning for Kids
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Case study: e-Learning for Kids

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  • 1.
      Case study: e-Learning for Kids Giorgio Sironi (Nest Group)
  • 2. Description
    • Service: series of self-contained applications
      • developed independently
      • 3. categorized by subject and student's grade (K12)
      • 4. Game-based, continuous interaction to foster attention
    • Target users: low grade students
    • 5. Main actors: game developers, students, teachers (for selection)
  • 6. Description
    • Didactive objectives
      • Treat non-classroom subjects
      • 7. Availability as additional work for best students
      • 8. Differentiates the experiences of students
    • Business model
      • Donations and research grants
      • 9. Volunteering
      • 10. Redistribution by partners
  • 11. Homepage
  • 12. Homepage
    • Starts with customization
      • Access to the various thematic channels
      • 13. Selection of the student's grade
    • Leads to filtered lists
  • 14. Games list
  • 15. Games list
    • Topics
      The subjects list complements K12 education: it is also oriented to topics that are not treated in the classroom
  • 23. Game example
  • 24. Game example
    • Flow of information
    • Interaction
  • 28. In-game navigation
  • 29. In-game navigation
    • Glossary
    • 30. Audio controls
      • Audio is not strictly necessary, fallback to textu
    • Game play movement
      • Back/forward to skip and repeat scenese
      • 31. Pause/replay
  • 32. Completion
  • 33. Completion
    • Game completion certificate
      • Reward for the student
      • 34. Printable or exportable
      • 35. Customizable with the student's name
    • Does not tie-in with other games or the rest of the platform
      • Lack of integration between games
  • 36. Strengths & weaknesses
    • Cost model
      • One-time production of content, little maintenance
      • 37. Freely available, redistributable for royalties
    • Lack of integration between games should be addressed
      • Experience ends with each game
      • 38. Children are not tracked between sessions
  • 39. Conclusions & take-aways
    • Game-based interactions are attractive for children
    • 40. Multiple units (e.g. games) allow to parallelize development
      • multiple domains