• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Are you ready to engage one fourth of the world?
 

Are you ready to engage one fourth of the world?

on

  • 561 views

Consider that one fourth of the world are children. By children, I mean any person 12 or under. We are talking about 1.6 billion people worldwide or 83 million children in the United States ...

Consider that one fourth of the world are children. By children, I mean any person 12 or under. We are talking about 1.6 billion people worldwide or 83 million children in the United States accordingly to the US Census, International Data Base. This is the first generation using smart devices and apps as part of their everyday live. As any new technology, mobile apps are still a long way to go to provide children great benefits. Many companies like KnackMaster are experimenting and learning new ways to engage children. A great deal of research needs to be done to design and build experiences that are beneficial for education, entertainment, and everyday use. Feel free to contact me and be part of the conversation.

Statistics

Views

Total Views
561
Views on SlideShare
557
Embed Views
4

Actions

Likes
1
Downloads
3
Comments
0

2 Embeds 4

https://twitter.com 3
http://twitter.com 1

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    Are you ready to engage one fourth of the world? Are you ready to engage one fourth of the world? Presentation Transcript

    • ricardo leonco-founder & creative mind september 2012 Copyright © 2012 KnackMaster. All Rights Reserved.
    • Ricardo Leonco-founder &creative mind of KnackMaster KnackMaster publisher of early education apps located in the DC region Mission support children, families, and educators in creating engaging learning environments that can enrich and complement regular academic programs and expertise at home Copyright © 2012 KnackMaster. All Rights Reserved. 2
    • toda y’s topic wallpaperswide.comCopyright © 2012 KnackMaster. All Rights Reserved. 3
    • wallpaperswide.comCopyright © 2012 KnackMaster. All Rights Reserved. 4
    • 1 in 4 people in the World are Children 1.6 Billion 83 million children in the United States* US Census - International Data Base: World Population Under 12 Years Old 5
    • Children in the United StatesWho Have Used aSmart Device 40% * Common Sense Media * US Census 8 Million of 2-4 year olds 52% 10 Million of 5-8 year olds 6
    • Tabletsare expected to grow +6x Other 17%* Gartner: Worldwide Media Tablets Sales,* Apple iOS, Google Android, Microsoft Window Mobile, QNX, Other iOS 46% Android 37% Android iOS 29% 67% 2011 2016 60 Million 370 Million 7
    • Free Apps Account forFREE 89% 90% will Cost of Paid Apps $3 Less than $3 * Gartner: Market Trends: Mobile App Stores, Worldwide, 2012 8
    • Smartphones averageGames 10+ Downloaded Tablets in 2011 20+ * PlayFirst and Frank N. Magid, Tablet & Smartphone Gaming Trends 9
    • MobileEntertainmentto Reach$65B by 2016 * Juniper Research 10
    • Digital Trends Impacting Natural User Interfaces Children & Technologies like touchscreens, voice- activation are increasing accessibility Education Connected Learning Learning that is socially connected, interest-driven, and oriented towards educational opportunity Gamification Applying game elements and game design techniques elements in non-game context to drive user engagement and behavior adoption * Mind/Shift: How We Will Learn, 12 Education Tech Trends to Watch in 2012 * MacArthur Foundation: Connected Learning Research Network * From Game Design Elements to Gamefulness: Defining Gamificaiton 11
    • wallpaperswide.com
    • segmentation newborn age infant gender toddler academic level play age preschooler puberty primary school tween secondary school0 1 2 3 4 5 6 7 8 9 10 11 12 Copyright © 2012 KnackMaster. All Rights Reserved. 13
    • profiles * BBC Study creatively-driven childrenyounger builders interested in creating new stuff confident and curious children explorers driven by quests & challenges interested in looking after their nurtures avatar and pet competitive children focused social climbers on their social position interested to assist others by power users sharing their knowledge identity-driven show-offs self-stampers wanting to make their mark interested in death, violence fighters and destruction - older boysolder interested in acquiring and consumers accumulating goods Copyright © 2012 KnackMaster. All Rights Reserved. 14
    • behaviors gaming is an extremely popular past-time in play | any virtual experience as children develop social skills, they tend to socialize | interact with friends and make new ones children enjoy looking after animals or connect | helping others, “relationship exploration” experiment with customizing theircustomize | environment or dressing up their characters digital media consumption from watching ads consume | to receive points to purchase tangible items Copyright © 2012 KnackMaster. All Rights Reserved. 15
    • hard fun provides the opportunity to people fun challenge, mastery, and feelings of accomplishments h provides the excuse tohang around with friends p capture attention & motivate play e easy fun s inspires exploration serious fun and role play purposely play changes how players think, feel, behave, ormake a difference in the real world * Nicole Lazzaro, XeoDesign: 4Keys 2Fun Copyright © 2012 KnackMaster. All Rights Reserved. 16
    • parents priorities said mobile devicesstay connected 90% help them stay connected during a family emergency said mobile devicesfeel closer 85% help families feel closer when they are apart said mobile devices keepmore informed 80% families more informed on each other’s activitiesfeel safer 80% said mobile devices help them feel safercoordinate 70% said devices help them coordinate family schedules * CTIA Copyright © 2012 KnackMaster. All Rights Reserved. 17
    • pathway to mastery get to the point where player has conquer and achieve a real skill 3 scaffolding provide training wheels 2 onboarding get player into the game asquickly and easily as possible 1 *Kevin Werbach, Univ. of Pennsylvania Copyright © 2012 KnackMaster. All Rights Reserved. 18 Copyright © 2012 KnackMaster. All Rights Reserved. 18
    • storytelling ted / andrew stantonmake me caremake me a promisemake me wonderall characters have a spinechange is fundamentalstory telling has a roadmap Copyright © 2012 KnackMaster. All Rights Reserved. 19
    • Copyright © 2012 KnackMaster. All Rights Reserved. 20