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Timeline
                    Mar 10             May 19              Jul 14        Sep 15          Nov 10
                   Workshop 1           Workshop 3         Workshop 5   Workshop 7    Final Workshop
                Finalize Challenges       Final User         Design     Development   Final Development
                   & Road Map       Experience Deliverable                               Deliverable




  Feb 3             Apr 20             Jun 16            Aug 18           Oct 13        Dec 2011
Kick Off Event      Workshop 2        Workshop 4         Workshop 6      Workshop 8        Launch
                 Finalize Research     Design           Final Design    Development
                 & Requirements                         Deliverable
Key Insights
Web-based learning stats
                                          Salman Kahn
The Kahn University provides video
tutorials for asynchronous learning and
a powerful layer of analytics for
educators.

Take Away:
1. Provide progress analytics to
educators and share partial information
with mentors.




                                          http://www.ted.com/talks/salman_khan_let_s_use_video_to_reinvent_education.html
Jen
"Youtube has no Jen" - Jane McGonigal      Jane McGonigal
Little acts of humanity / unreciprocated
kindness.

Confucius, adapted by neuroscientists
at UC Berkley to describe what rewards
us with pleasure.


Take Away:
Create a high Jen environment by
creating interactions built around
encouragement.
                                           Starting at 4:35
                                           http://boingboing.net/2009/03/31/boing-boing-video-ja.html
Game Layer
Schools are the perfect game system      Seth Priebatsch
   - Motivated players
   - Challenges
   - Rewards
But they are poorly designed

A good mechanic would not have kids
loose (go from a B to a C because of a
bad day at the exam)

Take Away:
Focus on the positive and level up
Gain experience points, all the time
Based on how many points you get, you
level up quicker to better grades, but
it's progressively better.
                                         http://sxsw.com/interactive/live?
                                         channelId=cd9352c56cd84781aaf17879de88ac6b&channelListId&mediaId=c01fd4dd21b349a38320c08c4bcaf9e5
Student-Guided Learning
Students working with computers in         Sugata Mitra
groups show unprecedented results in
learning - even in languages they do not
yet speak.

Take Away:
1. The Granny System (have an army of
empowering mentors whose job it is to
tell students they are GREAT!)
2. Organize students in groups for
learning new issues, instead of a
traditional 1:1 ratio between students
and screens

                                           http://www.inspiration.com/blog/2011/03/inspire-student-guided-learning-with-the-reaches-of-technology-2/
Art / Literacy Program
826LA provides a powerful mentorship
                                         826LA
program that goes beyond studying
student curriculums.

Take Away:
1. Provide an Art/Literacy component a
part of the iSlate experience.




                                         http://www.ted.com/talks/lang/eng/
                                         dave_eggers_makes_his_ted_prize_wish_once_upon_a_school.html
Progress
iSlate
Zones of
Engagement
1. Mentorship Experience
Mentors can
- Sponsor students
- See basic progress data
- Send encouragements

Other features
- Show progress of the program overall




Help needed with:
- User Experience Design
- Wireframes
- Visual Design
- Development
2. iSlate Interface
1/3 of screen is reserved for textbook
content - this will be exactly like in the
text books and always on

2/3 discretionary screen real estate
contains:
* a scratch pad (current complaint: it's
too small)
* auxiliary information / interactive
experience / tutorials


Help needed with:
- User Experience Design
- Wireframes
- Visual Design
3. Interactive Textbooks
Identify key content segments best suited for
interactive experiences and design interactive learning
experiences.

a/ Basic Science
* e.g. show human digestive tract in biology lesson
* spinning globe visual for geography

b/ Social Science
* History
* Geography

c/ Math / Arithmetic


Help needed with:
- Identifying compelling content segments in text books
- User Experience Design
- Wireframes
4. Game Mechanics
Create a fun and compelling reward
system using points, levels and a badge
system.

Tie in with the art program (students
with faster progress may spend more
time communicating with students at
826LA)




Help needed with:
- Design overall game rules / system
- Reward structure
- User flows and wire frames
5. Moving beyond
                Textbook Content
Students at 826LA will communicate
weekly with students in schools across
India that have access to iSlates.

The students will co-author a book
which will be published and shipped to
all participants.




Help needed with:
- Detailed project definition
- Remote facilitation of project
Thank you.

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Apr20 presentation

  • 1.
  • 2. Timeline Mar 10 May 19 Jul 14 Sep 15 Nov 10 Workshop 1 Workshop 3 Workshop 5 Workshop 7 Final Workshop Finalize Challenges Final User Design Development Final Development & Road Map Experience Deliverable Deliverable Feb 3 Apr 20 Jun 16 Aug 18 Oct 13 Dec 2011 Kick Off Event Workshop 2 Workshop 4 Workshop 6 Workshop 8 Launch Finalize Research Design Final Design Development & Requirements Deliverable
  • 4. Web-based learning stats Salman Kahn The Kahn University provides video tutorials for asynchronous learning and a powerful layer of analytics for educators. Take Away: 1. Provide progress analytics to educators and share partial information with mentors. http://www.ted.com/talks/salman_khan_let_s_use_video_to_reinvent_education.html
  • 5. Jen "Youtube has no Jen" - Jane McGonigal Jane McGonigal Little acts of humanity / unreciprocated kindness. Confucius, adapted by neuroscientists at UC Berkley to describe what rewards us with pleasure. Take Away: Create a high Jen environment by creating interactions built around encouragement. Starting at 4:35 http://boingboing.net/2009/03/31/boing-boing-video-ja.html
  • 6. Game Layer Schools are the perfect game system Seth Priebatsch - Motivated players - Challenges - Rewards But they are poorly designed A good mechanic would not have kids loose (go from a B to a C because of a bad day at the exam) Take Away: Focus on the positive and level up Gain experience points, all the time Based on how many points you get, you level up quicker to better grades, but it's progressively better. http://sxsw.com/interactive/live? channelId=cd9352c56cd84781aaf17879de88ac6b&channelListId&mediaId=c01fd4dd21b349a38320c08c4bcaf9e5
  • 7. Student-Guided Learning Students working with computers in Sugata Mitra groups show unprecedented results in learning - even in languages they do not yet speak. Take Away: 1. The Granny System (have an army of empowering mentors whose job it is to tell students they are GREAT!) 2. Organize students in groups for learning new issues, instead of a traditional 1:1 ratio between students and screens http://www.inspiration.com/blog/2011/03/inspire-student-guided-learning-with-the-reaches-of-technology-2/
  • 8. Art / Literacy Program 826LA provides a powerful mentorship 826LA program that goes beyond studying student curriculums. Take Away: 1. Provide an Art/Literacy component a part of the iSlate experience. http://www.ted.com/talks/lang/eng/ dave_eggers_makes_his_ted_prize_wish_once_upon_a_school.html
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  • 16. 1. Mentorship Experience Mentors can - Sponsor students - See basic progress data - Send encouragements Other features - Show progress of the program overall Help needed with: - User Experience Design - Wireframes - Visual Design - Development
  • 17. 2. iSlate Interface 1/3 of screen is reserved for textbook content - this will be exactly like in the text books and always on 2/3 discretionary screen real estate contains: * a scratch pad (current complaint: it's too small) * auxiliary information / interactive experience / tutorials Help needed with: - User Experience Design - Wireframes - Visual Design
  • 18. 3. Interactive Textbooks Identify key content segments best suited for interactive experiences and design interactive learning experiences. a/ Basic Science * e.g. show human digestive tract in biology lesson * spinning globe visual for geography b/ Social Science * History * Geography c/ Math / Arithmetic Help needed with: - Identifying compelling content segments in text books - User Experience Design - Wireframes
  • 19. 4. Game Mechanics Create a fun and compelling reward system using points, levels and a badge system. Tie in with the art program (students with faster progress may spend more time communicating with students at 826LA) Help needed with: - Design overall game rules / system - Reward structure - User flows and wire frames
  • 20. 5. Moving beyond Textbook Content Students at 826LA will communicate weekly with students in schools across India that have access to iSlates. The students will co-author a book which will be published and shipped to all participants. Help needed with: - Detailed project definition - Remote facilitation of project