Dr. J. Alison Bryant
In today’s fast-paced, connected world,
developing brands, content, products and
programs that forge enriching and endurin...
We help our partners across a range of ecosystems develop
opportunities for growth and double bottom line impact
Kids & Fa...
We like to
tackle
monster
questions!
Confidential

5

© 2013 PlayCollective
Mobile education allows us to…
• 
• 
• 
• 
• 
• 
• 

Reach underserved audiences
Make learning everywhere
Empower learners...
Confidential

7

© 2013 PlayCollective
Using mobile to reach (almost) everywhere
•  The global mobile broadband market will increase 19.5% annually from
2011-201...
And we mean EVERYWHERE
Boat schools in Bangladesh
•  Solar power and mobile phone service
•  FREE child and adult educatio...
There is a desire by many to learn on mobile

Source: VuClip (Feb. 2013) Global Education Report
Confidential

10

© 2013 ...
Learning doesn’t have to be “smart”

BBC Janela (Bangladesh)
•  3-minute audio English language
lessons
•  Updated every d...
Go where traditional resources can’t

Page Views By Region
Rest Of World
27%

Nigeria
Nigeria
42%

Ghana
5%
Ethiopia
5%
Zi...
Confidential

13

© 2013 PlayCollective
Create hyperlocal learning
Learning happens everywhere and
with everything a student does, so
facilitate that.
Engage stud...
Try augmented learning
…or this

It can mean this….

Star Walk
But both are effective for mobile learning!
Confidential

1...
A note on cross-platform learning!
•  Just because you have curriculum goals
that need to go across media doesn’t
mean tha...
Knowledge is
objective and certain
Knowledge is
organized and
hierarchical
Learners receive
knowledge
Our “intelligence” i...
Let them choose and create!
And leverage their creativity for assessing their mastery.

Confidential

19

© 2013 PlayColle...
Give them feedback!

Well-designed mobile learning
provides consistent, clear
feedback. (But that doesn’t
mean it has to j...
Gamification is not a panacea!

Extrinsic
Motivation

Intrinsic
Motivation

Gamification can help with short-term
engagement...
But game elements do have their place!
•  Games are a great way to informally assess without “testing”
•  This is a genera...
And there is an expectation of gaming on
certain platforms

The iPad has the highest gaming “conversion” rates,
with learn...
Photo from Wired (Nov. 2013)
How do we “flip?”

Source: Knewton, http://www.knewton.com/flipped-classroom/.
26
Confidential

© 2013 PlayCollective
Let students lead the learning
That’s why a new breed of educators, inspired
by everything from the Internet to evolutiona...
Kids are natural learners and explorers
But with mobile comes shorter attention spans

About 1/2 of U.S.
preschoolers spend 11-20
minutes playing per session;
2/5...
Use mobile to provide the resources they
need to understand concepts

Lectures

Interactive
Assessment

Reference

Confide...
We need to facilitate interdisciplinary learning
•  We know that interdisciplinary, project-base,
student-driven learning ...
Keep the ecosystem of learning in mind
Teachers

Family

Students
Confidential

34

© 2013 PlayCollective
Promote Healthy Competition

You have received
Congratulations to
80% on this quiz. You
Muthurwa Primary for
are ranked 5/...
Help teachers manage the learning experience

Confidential

37

© 2013 PlayCollective
Provide great resources at lower cost

Stage
Turns your iPad into
a Whiteboard
Confidential

38

© 2013 PlayCollective
Build better assessments
•  Just-in-time Assessment

•  Creative assessments

Idea Sketch
Confidential

39

© 2013 PlayCol...
Build in “second screen” experiences
•  We’re playing a lot with second screen for TV, but
what about for education?

Conf...
Keep the classroom in mind when you
develop informal applications
•  Provide simple-to-use, multidimensional resources

• ...
Remember that parents are educators too!
Consider how to keep them
engaged with the learning
process as well. Their
engage...
Confidential

43

© 2013 PlayCollective
Understanding how to best teach with
new platforms!

Enter the
(Research)
Matrix

Media/Mechanics

Age

s
Deciding on platforms
We have rapid
platform evolution
AND
smaller tech
generations
Younger kids lean toward tablet use,
w...
Finding the right mix of open and closed learning!

Closed/
Convergent!

We don’t just want
interactive flash cards…."

Ope...
Dealing with the fact that mobile is so
personal
•  Although obviously a huge plus for creating more custom,
personalized ...
Convincing parents (and teachers) of the
value of digital learning
Parents will pay 33%
less for an ebook than
a print boo...
Prioritizing information literacy
With more information sources, knowing how to
evaluate (and create) “good” information i...
Providing resources for educators
42% of U.S. teachers say their students usually know more
than they do when it comes to ...
Photo courtesy of
Yesim Kunter, @miseyk

Let’s Play!!
J. Alison Bryant
alison@playcollective.com
www.playcollective.com
ww...
Bridging the New Digital Divide: Innovation in Mobile Education �
Bridging the New Digital Divide: Innovation in Mobile Education �
Bridging the New Digital Divide: Innovation in Mobile Education �
Bridging the New Digital Divide: Innovation in Mobile Education �
Bridging the New Digital Divide: Innovation in Mobile Education �
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Bridging the New Digital Divide: Innovation in Mobile Education �

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Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)

We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal

Published in: Education, Technology
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Bridging the New Digital Divide: Innovation in Mobile Education �

  1. 1. Dr. J. Alison Bryant
  2. 2. In today’s fast-paced, connected world, developing brands, content, products and programs that forge enriching and enduring relationships with these consumers is easier said than done. It requires new ways of thinking and new approaches to achieve real success. Confidential 2 © 2013 PlayCollective
  3. 3. We help our partners across a range of ecosystems develop opportunities for growth and double bottom line impact Kids & Families Digital Entertainment & Commerce Research & Innovation Cable, TV & Film Education Digital Publishing Multi-platform Non-profits & Associations Confidential 3 © 2013 PlayCollective
  4. 4. We like to tackle monster questions!
  5. 5. Confidential 5 © 2013 PlayCollective
  6. 6. Mobile education allows us to… •  •  •  •  •  •  •  Reach underserved audiences Make learning everywhere Empower learners “Flip” the classroom Provide bite-sized, just-in-time learning Keep learning social Empower educators Confidential 6 © 2013 PlayCollective
  7. 7. Confidential 7 © 2013 PlayCollective
  8. 8. Using mobile to reach (almost) everywhere •  The global mobile broadband market will increase 19.5% annually from 2011-2015. •  There will be 788 million mobile-only Internet users by 2015 •  In Colombia in 2010, there was a growth of 20.8% for fixed broadband Internet connections, 59.2% for mobile connections Source: Companies & Markets Research (2012). Global Mobile Broadband Market Report; Cisco (2011). Broadband Barometer. 8 Confidential © 2013 PlayCollective
  9. 9. And we mean EVERYWHERE Boat schools in Bangladesh •  Solar power and mobile phone service •  FREE child and adult education •  20 boats reaching almost 70K children Confidential 9 © 2013 PlayCollective
  10. 10. There is a desire by many to learn on mobile Source: VuClip (Feb. 2013) Global Education Report Confidential 10 © 2013 PlayCollective
  11. 11. Learning doesn’t have to be “smart” BBC Janela (Bangladesh) •  3-minute audio English language lessons •  Updated every day •  Used interactive voice response •  Cost: 50 BDT (USD$0.0061) •  Accessed over 15 million times during the first two years •  Outperformed other platforms Confidential 11 © 2013 PlayCollective
  12. 12. Go where traditional resources can’t Page Views By Region Rest Of World 27% Nigeria Nigeria 42% Ghana 5% Ethiopia 5% Zimbabwe India 10% 11% Confidential India Zimbabwe Ethiopia Ghana Rest Of World 12 Over 720K digital books distributed; 489K readers read over 24M pages in July 2012 alone! © 2013 PlayCollective
  13. 13. Confidential 13 © 2013 PlayCollective
  14. 14. Create hyperlocal learning Learning happens everywhere and with everything a student does, so facilitate that. Engage students in learning in the classroom, around the school, in the community, on the go – everything in their life space is game! There is no difference between formal and informal learning – it’s all learning! Confidential 14 © 2013 PlayCollective
  15. 15. Try augmented learning …or this It can mean this…. Star Walk But both are effective for mobile learning! Confidential 15 © 2013 PlayCollective
  16. 16. A note on cross-platform learning! •  Just because you have curriculum goals that need to go across media doesn’t mean that you should be teaching the same thing on all platforms. •  Ideally transmedia “pushes” kids to the right content on the right platform, and kids can also “pull” the content they want on the platform they want.
  17. 17. Knowledge is objective and certain Knowledge is organized and hierarchical Learners receive knowledge Our “intelligence” is based on our individual abilities We learn best by watching and listening New Learning Old Learning The “new” learning Knowledge is subjective and personal Knowledge is organic and ecological Learners create knowledge Our “intelligence” is based on our learning communities We learn best by doing Source: Ratner, S. (1997) Emerging Issues in Learning Communities. Confidential 18 © 2013 PlayCollective
  18. 18. Let them choose and create! And leverage their creativity for assessing their mastery. Confidential 19 © 2013 PlayCollective
  19. 19. Give them feedback! Well-designed mobile learning provides consistent, clear feedback. (But that doesn’t mean it has to just be quizzes!) Feedback should be personalized and dynamic. Confidential 20 © 2013 PlayCollective
  20. 20. Gamification is not a panacea! Extrinsic Motivation Intrinsic Motivation Gamification can help with short-term engagement, but is not a long-term solution "
  21. 21. But game elements do have their place! •  Games are a great way to informally assess without “testing” •  This is a generation who has grown up with “leveling up,” and the notion of meeting new challenges as you go along –  But this also means that it is a generation that assumes personalization" •  Games are great at visually showing progress, and giving instant feedback" –  Giving kids a “learning positioning system” (LPS) as they play helps them orient"
  22. 22. And there is an expectation of gaming on certain platforms The iPad has the highest gaming “conversion” rates, with learning tablets a close 2nd. 72%! 68%! 60%! 55%! 54%! % of kids who play games on these mobile devices, if the household owns Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China
  23. 23. Photo from Wired (Nov. 2013)
  24. 24. How do we “flip?” Source: Knewton, http://www.knewton.com/flipped-classroom/. 26 Confidential © 2013 PlayCollective
  25. 25. Let students lead the learning That’s why a new breed of educators, inspired by everything from the Internet to evolutionary psychology, neuroscience, and AI, are inventing radical new ways for children to learn, grow, and thrive. To them, knowledge isn’t a commodity that’s delivered from teacher to student but something that emerges from the students’ own curiosity-fueled exploration. Teachers provide prompts, not answers, and then they step aside so students can teach themselves and one another. They are creating ways for children to discover their passion—and uncovering a generation of geniuses in the process. Use mobile learning to help students “own” their learning! Confidential 27 © 2013 PlayCollective
  26. 26. Kids are natural learners and explorers
  27. 27. But with mobile comes shorter attention spans About 1/2 of U.S. preschoolers spend 11-20 minutes playing per session; 2/5 only spend 5-10 minutes Source: Cooney Center. (2010). Learning: Is there an app for that?
  28. 28. Use mobile to provide the resources they need to understand concepts Lectures Interactive Assessment Reference Confidential Creative Application 31 © 2013 PlayCollective
  29. 29. We need to facilitate interdisciplinary learning •  We know that interdisciplinary, project-base, student-driven learning works. •  How do we facilitate learning across disciplines? •  How do we contextualize learning?
  30. 30. Keep the ecosystem of learning in mind Teachers Family Students Confidential 34 © 2013 PlayCollective
  31. 31. Promote Healthy Competition You have received Congratulations to 80% on this quiz. You Muthurwa Primary for are ranked 5/101 at being the most active Baba Dogo and school in the Nairobi 239/1,234 in Nairobi. region this week. Think you can top Reply with Fert1 for them? SMS 8512 for next quiz. more MPrep! !!"#$ Back < REPLY > Next !!"#$ Source: Mprep company presentation: http://www.slideshare.net/eucunet/presentation-m-prep-small 35 Confidential © 2013 PlayCollective
  32. 32. Help teachers manage the learning experience Confidential 37 © 2013 PlayCollective
  33. 33. Provide great resources at lower cost Stage Turns your iPad into a Whiteboard Confidential 38 © 2013 PlayCollective
  34. 34. Build better assessments •  Just-in-time Assessment •  Creative assessments Idea Sketch Confidential 39 © 2013 PlayCollective
  35. 35. Build in “second screen” experiences •  We’re playing a lot with second screen for TV, but what about for education? Confidential 40 © 2013 PlayCollective
  36. 36. Keep the classroom in mind when you develop informal applications •  Provide simple-to-use, multidimensional resources •  Parents and teachers are beginning to use national curricula as a measure of “value” (both educational and monetary) Confidential 41 © 2013 PlayCollective
  37. 37. Remember that parents are educators too! Consider how to keep them engaged with the learning process as well. Their engagement (and their own efficacy) is often a critical factor in student learning. Confidential 42 © 2013 PlayCollective
  38. 38. Confidential 43 © 2013 PlayCollective
  39. 39. Understanding how to best teach with new platforms! Enter the (Research) Matrix Media/Mechanics Age s
  40. 40. Deciding on platforms We have rapid platform evolution AND smaller tech generations Younger kids lean toward tablet use, whereas older kids are more computer and gaming system oriented. Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China
  41. 41. Finding the right mix of open and closed learning! Closed/ Convergent! We don’t just want interactive flash cards…." Open/ Creative! …but how do we assess fully open creative?"
  42. 42. Dealing with the fact that mobile is so personal •  Although obviously a huge plus for creating more custom, personalized educational experiences, the personal nature of mobile devices also means that each learner usually needs to have their own. That creates an upfront resource need. •  That said, consider unique approaches to creating personalization within a single device. –  Text logins –  Multi-user accounts Confidential 47 © 2013 PlayCollective
  43. 43. Convincing parents (and teachers) of the value of digital learning Parents will pay 33% less for an ebook than a print book, but that is 40% more than what they are willing to pay for apps!" The amount parents will pay for an ebook is rising, but what they will pay for an app is decreasing. Source: PlayScience/Digital Book World (2013). Kids and ebooks study (parts 1 and 2)
  44. 44. Prioritizing information literacy With more information sources, knowing how to evaluate (and create) “good” information is a core 21st century skill. Confidential 49 © 2013 PlayCollective
  45. 45. Providing resources for educators 42% of U.S. teachers say their students usually know more than they do when it comes to using new digital technologies. Just 18% feel they know more than their students. Source: PEW Internet and American Life Project (2013) Teachers & Technology study 50 Confidential © 2013 PlayCollective
  46. 46. Photo courtesy of Yesim Kunter, @miseyk Let’s Play!! J. Alison Bryant alison@playcollective.com www.playcollective.com www.playsciencelab.com Sign up for LabNotes @ playsciencelab.com/ labnotes/

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