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

Case study: e-Learning for Kids