The document discusses plans for an interactive multi-platform learning network called MMOP that aims to provide early childhood education tools to families in developing countries. MMOP would use a variety of technologies, like websites, radio, SMS, and in-person community events, to connect with its target audiences of families, children, and teachers. It outlines MMOP's goals, target countries and audiences, project design considerations, and business model, which involves obtaining launch funding from grants and investors, then scaling up revenue from government agencies and international organizations.
2. What?
Our idea of a Learning Environment
MMOP is a network designed to give every family in the countries
we work, the tools they need to ensure their children enter
kindergarten with the necessary foundations to succeed academically.
We provide an interactive multiplatform solution that uses all
available technology in the country to reach our target. Where
technology is limited, we set up strong local presence to maximize the
existing resources.
3. What?
Our idea of a Learning Environment
Local
Community
Web Social
platform Networks
Family SMS /
Radio
Teachers E-mail
CHILDREN
5. • Who?
Target audience and learning conditions
Early Child Development
Tarjet audience
Needs
1. Families (parents,
uncles/aunts, elder Learning conditions
90% of the brain
siblings, grandparents
develops during the first Multiple languages
and other care takers at
5 years. Disadvantaged
home) Different levels of country
children not properly development
2. Children stimulated are at higher Different income levels within
risk of school failure, country
3. Teachers
potentially leading to a Bilingualism issues.
perpetuation of poverty Different political and
socio-economic conditions
6. • Who?
Language considerations
English Spanish Portuguese
• Nigeria • Chile • Mozambique
• Singapore • Colombia (other PALOP
• Venezuela countries)
NOTE:
IN MANY OF THESE COUNTRIES WE WILL CONSIDER LOCAL DIALECTS:
o Nigeria: Yoruba, Hausa and Igbo
o Mozambique: Swahili, Makhuwa, Sena, Ndau and Shangaan (to mention only the most
prevalent)
o Singapure: Malay, Tamil, Standard Mandarin
7. • Where?
MMOP countries involved
Future possibilities: Honduras and Greece
9. • Project design. How?
Learning Devices to interact with target audience
Level 3. Computers
Interactive Smartphones
technologies
Radio
Venezuela
Singapore
Colombia
Cellphone
Level 2.
Chile
Mozambique
Well
Namibia
established Schools
media Community
Level 1. centers
Local Churches
institutions Libraries
10. • Project design. How?
Ways to reach our audience
• Web platform
• Lessons, activities, news, online guest speakers.
• Resources: books, songs, games, blogs, links, etc.
Level 3 • Online radio
• Online signal for MMOP radio.
Interactive • Social networks
technologies • Integrated to networks like Facebook and Twitter.
• Email
• Tips and follow ups according to children's age.
• Ask the expert, contact MMOP.
• Radio Station
Level 2 • MMOP radio with educative programs and songs.
Well established • SMS
Media • Tips and follow ups according to children's age.
•Face to face support
Level 1 •Physical place to meet with people.
•Workshops.
Local Institutions
•Local events - end of year MMOP literacy fair .
11. • Project design. How?
Ways to involve target audience
Help them be
part of the
solution
Connect to Motivate using
users though a reward
social networks system
Provide Having a
formative network ready
feedback to assist
Consider levels
of learning
13. • Project Solution
Home page
Shows how we are going to put all the elements together in a online
learning platform.
• Information separated by children ages and target audience
(Teachers/Families)
• Considers online courses for each level.
• Includes resources like activities, books, games.
• Announcements and news that are relevant to the country where
participant is accessing from.
• Families can share the progress of their children with videos through the
“Who´s learning” area.
• Leaderboard shows progress of other participants in the program.
• Online radio signal with educational programs and songs. People can
interact with the show through Twitter.
• Search bar to easy locate the resource they are looking for.
• Area for research and scientific documents.
14.
15. • Project Solution
Account page
Shows how we are going to interact with the user, and what
elements we have considered to motivate their participation.
• Users have to choose a country, which sets the page to local
announcements and news.
• They also enter information about their children´s ages, which
sends tips and follow up messages using SMS and/or emails. This is
a way to keep them connected.
• We can see how our elements from gamification play a role in
motivating the parents to keep participating. We have a badge
library that can be shared through a Facebook account and also a
leaderboard which states the place of the user upon all other
participants. It encourages to keep working by letting them know
how many points are left to get a reward.
16.
17. • Project Solution
Lesson page
Shows how we are going to built each lesson and the elements that
are considered.
• Contents: Includes text and images considering screen readers,
videos with subtitles and infant sign language.
• Activity: a way to evaluate learning, this gives points.
• Practice with your kids: section that includes a virtual book and
songs, to give parents ideas to apply what they learned with their
children.
• Progress: shows the progress on the lesson.
• Grades, activities and forums: access to these information areas.
• Other resources: more ideas to apply the contents.
18.
19. • Project Solution
What makes our project unique?
Network of
people
Families/
Universal
Teachers
design
and their role learning
in child philosopy
development MMOP
Accesibility
to a wide use Gamified
of System
technologies
20. • Project Solution
How does the point system work?
Earn Points by Participating
• Courses
Reedem Points
• Activities
• Forums
• Commenting
• Uploading and sharing
• Contributions Access to new levels of
resources in the platform
Motivate by Game Learning material such as
elements books, cds, games , etc.
• Leaderboard
• Badges
• Progress bar
• Levels of mastery
21. • Project Solution
Accesibility
User friendly environment that requires almost
no prior learning.
Documents, texts and images designed
considering screen readers.
Videos with subtitles and sign language
Adapts to the needs of the user (text can
increase size, audiobooks).
Content displayed in multiple formats.
23. • Business Model
MMOP’s Value Proposition
The Offer:
Interactive Multi-
platform for Early
Learning (or any
other topic in the
future)
The Social Effect: The The Customer:
Showing off what Beneficiary: Min of Education
you've learned.
Gaming is learning, Families and Universities
and... Teachers of Gov. Agencies
Learning is cool Children 0-5 Dev. Agencies
Teaching Without
Limits:
Network of
connectivity
avenues (In person,
radio, web,
cellphone)
24. • Business Model
MMOP’s Customers
We have identified four major market segments to allow the
implementation, scaling up and sustainability of our venture:
1- Ministries of Education
2- Other government agencies-such as the Department
of Health, Dept of Labor, etc.
3- International Development Agencies
4- Universities (not the same ones that supported us in
our launch phase)
25. • Business Model
MMOP’s Customers
We plan on generating revenue by:
• Framing of the topic into an accessible language
capable of reaching all target audiences
• Digitization of all already produced materials
• Design of an interactive strategy that includes all
available technologies in the country of interest and
that are accessible to users with special needs as well
• A network of on the ground technical field experts
working to train and connect constituencies
26. • Finance Model
Sustainability
Revenue from other
Scaling up Gov. agencies,
Revenue from International
the Ministries Development
of Education Agencies and
Launch and Universities
Implementation
supported by Angel
Investors and Grants
(Research Centers,
Universities and Private
Foundations)
Editor's Notes
Project Rational The goal of the of this project is to support caregivers of children 0-4 years
CL: These are verbs. 19:00 Our model for communities of practice. We learned, for example, that the student body greatly benefited from beinginvolved in the preparation and running of the fair; we thus plan to deepen their involvement.Rpovide formative feedback; With facebookvacrando un feedback_ a traves de suspropios amigos. En Chile en donde se usafacebook. Es un gran apoyo que uedoulitizar. Connect Users through social netowrkingsiteds (ex. Facebook, Tweeter, and other tools. (depending on the country and the region)
Ways to reach People: What are we doing? We consider three levels: Level 1: local instituitons – this does not seem available for the Mozambique and Namibia settings. Level2: Regional Media Level 3: Interactive Technologies Local Institutions:Schools, community Centers Requires from the project: “learning devices’? learning devices (i.e. tablets, phones, PCs), infrastructure requirements (i.e. cellular network, wi-fi, Bluetooth)
Ways to reach target audience What will we deliver in each medium? The overarching goal is to bootstrap local knowledge and innovation. Foster valuing innovation and sharing experiences in Communties of Practice.. Three settings 1. Face to Face settings (in schools, community centers, churches and libraries) physical will provide a space to Meet and socialize with peopleMeet in learning circles Engage in workshops.Organize Culminating community events to share and celebrate local innovation. Literacy fair: books and readers come together. 2. Regional MediaModality Radio/cellphone SMS- these are text messages that are sent to parents. Radio local radios 3. interactive (Computers, Computer Labs, Tablets, Smartphones, Radio that can be transmitted online ) Feedback and requests: We will listen to what you want and we will help.
CL: These are verbs. 19:00 Our model for communities of practice. We learned, for example, that the student body greatly benefited from beinginvolved in the preparation and running of the fair; we thus plan to deepen their involvement.Rpovide formative feedback; With facebookvacrando un feedback_ a traves de suspropios amigos. En Chile en donde se usafacebook. Es un gran apoyo que uedoulitizar. Connect Users through social netowrkingsiteds (ex. Facebook, Tweeter, and other tools. (depending on the country and the region)
Cl; onus on mother (Asia) out of parents hands. Locally situated What makes our project unique? What makes us accessibility? Network or PeopleUniversal design philosophyGamified environment -- we need a reference. Accessibility to a wide use of technologies. Reflection on the pivotal role of care takers in child developmentUnit of intervention: child in socio-cultural context. Netowrk of peop[le PedagogyIncentivesAccesability- technological (flexible) Orange: the development of the caretakers understanding of child development – theory and practice. The role of the caretakers of supporting child development.
Cl; onus on mother (Asia) out of parents hands. Locally situated What makes our project unique? What makes us accessibility? Network or PeopleUniversal design philosophyGamified environment -- we need a reference. Accessibility to a wide use of technologies. Reflection on the pivotal role of care takers in child developmentUnit of intervention: child in socio-cultural context. Netowrk of peop[le PedagogyIncentivesAccesability- technological (flexible) Orange: the development of the caretakers understanding of child development – theory and practice. The role of the caretakers of supporting child development.
Cl; onus on mother (Asia) out of parents hands. Locally situated What makes our project unique? What makes us accessibility? Network or PeopleUniversal design philosophyGamified environment -- we need a reference. Accessibility to a wide use of technologies. Reflection on the pivotal role of care takers in child developmentUnit of intervention: child in socio-cultural context. Netowrk of peop[le PedagogyIncentivesAccesability- technological (flexible) Orange: the development of the caretakers understanding of child development – theory and practice. The role of the caretakers of supporting child development.
Cl; onus on mother (Asia) out of parents hands. Locally situated What makes our project unique? What makes us accessibility? Network or PeopleUniversal design philosophyGamified environment -- we need a reference. Accessibility to a wide use of technologies. Reflection on the pivotal role of care takers in child developmentUnit of intervention: child in socio-cultural context. Netowrk of peop[le PedagogyIncentivesAccesability- technological (flexible) Orange: the development of the caretakers understanding of child development – theory and practice. The role of the caretakers of supporting child development.
Cl; onus on mother (Asia) out of parents hands. Locally situated What makes our project unique? What makes us accessibility? Network or PeopleUniversal design philosophyGamified environment -- we need a reference. Accessibility to a wide use of technologies. Reflection on the pivotal role of care takers in child developmentUnit of intervention: child in socio-cultural context. Netowrk of peop[le PedagogyIncentivesAccesability- technological (flexible) Orange: the development of the caretakers understanding of child development – theory and practice. The role of the caretakers of supporting child development.
Andreina Chile How to measure each element of the designThe green system is the most difficult to measure. They have basic points according to the activity they completed. For example, if they finished a course. The next level is to teach someone else. (example pof the comentarista in newspapers) There are levels of mastery participants can reach. One can also get point for uploading material, including examples of reading sessions. Points can be redeemed to get tangible goods such as books and tapesHigher points entitle you to better prizes. We could also think of family groups having access to rewards. Comment: Hay un sitioparaamprender ingles.Tedanvocabulario. PorcadaPuedesganargranaos de arroz, puedesdonarlo a paisescomo con hambre.
Andreina Chile How to measure each element of the designThe green system is the most difficult to measure. They have basic points according to the activity they completed. For example, if they finished a course. The next level is to teach someone else. (example pof the comentarista in newspapers) There are levels of mastery participants can reach. One can also get point for uploading material, including examples of reading sessions. Points can be redeemed to get tangible goods such as books and tapesHigher points entitle you to better prizes. We could also think of family groups having access to rewards. Comment: Hay un sitioparaamprender ingles.Tedanvocabulario. PorcadaPuedesganargranaos de arroz, puedesdonarlo a paisescomo con hambre.