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
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.
22. Gamification is not a panacea!
Extrinsic
Motivation
Intrinsic
Motivation
Gamification can help with short-term
engagement, but is not a long-term solution
"
23. 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"
24. 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
30. 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?
32. 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?
44. Understanding how to best teach with
new platforms!
Enter the
(Research)
Matrix
Media/Mechanics
Age
s
45. 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
46. 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?"
48. 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)