<ul>Case study: e-Learning for Kids Giorgio Sironi (Nest Group) </ul>
Description <ul><li>Service: series of self-contained applications </li></ul><ul><ul><li>developed independently
categorized by subject and student's grade (K12)
Game-based, continuous interaction to foster attention </li></ul></ul><ul><li>Target users: low grade students
Main actors: game developers, students, teachers (for selection) </li></ul>
Description <ul><li>Didactive objectives </li></ul><ul><ul><li>Treat non-classroom subjects
Availability as additional work for best students
Differentiates the experiences of students </li></ul></ul><ul><li>Business model </li></ul><ul><ul><li>Donations and resea...
Volunteering
Redistribution by partners </li></ul></ul>
Homepage
Homepage <ul><li>Starts with customization </li></ul><ul><ul><li>Access to the various thematic channels
Selection of the student's grade </li></ul></ul><ul><li>Leads to filtered lists </li></ul>
Games list
Games list <ul><li>Topics </li></ul><ul><ul><li>math
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Case study: e-Learning for Kids

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Case study: e-Learning for Kids

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