SlideShare une entreprise Scribd logo
1  sur  51
Télécharger pour lire hors ligne
Dr. J. Alison Bryant
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
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
We like to
tackle
monster
questions!
Confidential

5

© 2013 PlayCollective
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
Confidential

7

© 2013 PlayCollective
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
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
There is a desire by many to learn on mobile

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

10

© 2013 PlayCollective
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
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
Confidential

13

© 2013 PlayCollective
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
Try augmented learning
…or this

It can mean this….

Star Walk
But both are effective for mobile learning!
Confidential

15

© 2013 PlayCollective
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.
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
Let them choose and create!
And leverage their creativity for assessing their mastery.

Confidential

19

© 2013 PlayCollective
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
Gamification is not a panacea!

Extrinsic
Motivation

Intrinsic
Motivation

Gamification can help with short-term
engagement, but is not a long-term solution
"
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"
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
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 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
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 only spend 5-10 minutes

Source: Cooney Center. (2010). Learning: Is there an app for that?
Use mobile to provide the resources they
need to understand concepts

Lectures

Interactive
Assessment

Reference

Confidential

Creative
Application
31

© 2013 PlayCollective
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?
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 5/101 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
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 PlayCollective
Build in “second screen” experiences
•  We’re playing a lot with second screen for TV, but
what about for education?

Confidential

40

© 2013 PlayCollective
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
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
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,
whereas older kids are more computer
and gaming system oriented.

Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China
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?"
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
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)
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
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
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/

Contenu connexe

Tendances

Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Associate Professor in VSB Coimbatore
 
The negative and positive impacts of video games2
The negative and positive impacts of video games2The negative and positive impacts of video games2
The negative and positive impacts of video games2
bradjgibbons
 
Best Buy Education Digital Brochure_rd17
Best Buy Education Digital Brochure_rd17Best Buy Education Digital Brochure_rd17
Best Buy Education Digital Brochure_rd17
Amber James
 
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage303172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
Kelly Lauber
 
18 digital game based learning - learning and teaching through having fun
18 digital game based learning - learning and teaching through having fun18 digital game based learning - learning and teaching through having fun
18 digital game based learning - learning and teaching through having fun
CITE
 
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
EvaniaYafie
 

Tendances (20)

Personalized learning students
Personalized learning studentsPersonalized learning students
Personalized learning students
 
Connecting the Dots for Digital Learning: Listening to the Ideas and Views of...
Connecting the Dots for Digital Learning: Listening to the Ideas and Views of...Connecting the Dots for Digital Learning: Listening to the Ideas and Views of...
Connecting the Dots for Digital Learning: Listening to the Ideas and Views of...
 
Game based learning
Game based learningGame based learning
Game based learning
 
Evaluating Educational Technology
Evaluating Educational Technology Evaluating Educational Technology
Evaluating Educational Technology
 
A Clinician's Primer to Video Game and Digital Media use in Children
A Clinician's Primer to Video Game and Digital Media use in ChildrenA Clinician's Primer to Video Game and Digital Media use in Children
A Clinician's Primer to Video Game and Digital Media use in Children
 
Game based learning and intrinsic motivation
Game based learning and intrinsic motivationGame based learning and intrinsic motivation
Game based learning and intrinsic motivation
 
Pauline Heidmets
Pauline HeidmetsPauline Heidmets
Pauline Heidmets
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
 
The negative and positive impacts of video games2
The negative and positive impacts of video games2The negative and positive impacts of video games2
The negative and positive impacts of video games2
 
Learning Anywhere: Mobile, Social and Virtual
Learning Anywhere: Mobile, Social and VirtualLearning Anywhere: Mobile, Social and Virtual
Learning Anywhere: Mobile, Social and Virtual
 
Best Buy Education Digital Brochure_rd17
Best Buy Education Digital Brochure_rd17Best Buy Education Digital Brochure_rd17
Best Buy Education Digital Brochure_rd17
 
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage303172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
03172016_ThinkingBehindTheVision_Final_HighRes_NoPage3
 
Microsoft En
Microsoft EnMicrosoft En
Microsoft En
 
EETC, 2012 Evaluation of the Developmental Appropriateness of iPad Apps D...
EETC, 2012 Evaluation of the Developmental Appropriateness of iPad Apps D...EETC, 2012 Evaluation of the Developmental Appropriateness of iPad Apps D...
EETC, 2012 Evaluation of the Developmental Appropriateness of iPad Apps D...
 
18 digital game based learning - learning and teaching through having fun
18 digital game based learning - learning and teaching through having fun18 digital game based learning - learning and teaching through having fun
18 digital game based learning - learning and teaching through having fun
 
Value sensitive design
Value sensitive designValue sensitive design
Value sensitive design
 
Mobile learning in Cambodia with Grit and KAPE
Mobile learning in Cambodia with Grit and KAPEMobile learning in Cambodia with Grit and KAPE
Mobile learning in Cambodia with Grit and KAPE
 
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
 
Gardner's Theory of Multiple Intelligences-Edtech Benefits!
Gardner's Theory of Multiple Intelligences-Edtech Benefits!Gardner's Theory of Multiple Intelligences-Edtech Benefits!
Gardner's Theory of Multiple Intelligences-Edtech Benefits!
 
Education. There's an app for that...
Education. There's an app for that...Education. There's an app for that...
Education. There's an app for that...
 

Similaire à Bridging the New Digital Divide: Innovation in Mobile Education �

IsraelDev - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
IsraelDev  - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...IsraelDev  - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
IsraelDev - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
Nava Levy
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 ppt
kayreentat
 
ICT and Mobile Learning
ICT and Mobile LearningICT and Mobile Learning
ICT and Mobile Learning
Arvin Dey
 

Similaire à Bridging the New Digital Divide: Innovation in Mobile Education � (20)

CORE's ten trends for 2010
CORE's ten trends for 2010CORE's ten trends for 2010
CORE's ten trends for 2010
 
[Startup Nations Summit 2014] Competition - Spain
[Startup Nations Summit 2014] Competition - Spain[Startup Nations Summit 2014] Competition - Spain
[Startup Nations Summit 2014] Competition - Spain
 
Solve Education! Five Pagers
Solve Education! Five PagersSolve Education! Five Pagers
Solve Education! Five Pagers
 
Nature Passport
Nature PassportNature Passport
Nature Passport
 
IsraelDev - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
IsraelDev  - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...IsraelDev  - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
IsraelDev - Drink &Pitch Event 2013- LerGO - Let's Democratize Kids Educatio...
 
CYOD info night presentation for website
CYOD info night presentation for websiteCYOD info night presentation for website
CYOD info night presentation for website
 
Game based apps with data VITTA Nov 2010
Game based apps with data VITTA Nov 2010Game based apps with data VITTA Nov 2010
Game based apps with data VITTA Nov 2010
 
Learn roll whitepaper
Learn roll whitepaperLearn roll whitepaper
Learn roll whitepaper
 
Gardenvale primary school
Gardenvale primary schoolGardenvale primary school
Gardenvale primary school
 
Webinar: Making the Case for Early STEM Learning- 2016-11-02
Webinar: Making the Case for Early STEM Learning- 2016-11-02Webinar: Making the Case for Early STEM Learning- 2016-11-02
Webinar: Making the Case for Early STEM Learning- 2016-11-02
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 ppt
 
Colorado College Mobile Management Lesson
Colorado College Mobile Management LessonColorado College Mobile Management Lesson
Colorado College Mobile Management Lesson
 
ICT and Mobile Learning
ICT and Mobile LearningICT and Mobile Learning
ICT and Mobile Learning
 
Tyson Greer- Ambient Insight
Tyson Greer- Ambient InsightTyson Greer- Ambient Insight
Tyson Greer- Ambient Insight
 
NT NTVS JBennett
NT NTVS JBennettNT NTVS JBennett
NT NTVS JBennett
 
Dev4X project overview
Dev4X  project overviewDev4X  project overview
Dev4X project overview
 
iGeneration - Who are these students?
iGeneration - Who are these students?iGeneration - Who are these students?
iGeneration - Who are these students?
 
The english language crystal ball: the past present and future of technology ...
The english language crystal ball: the past present and future of technology ...The english language crystal ball: the past present and future of technology ...
The english language crystal ball: the past present and future of technology ...
 
CORE's ten trends for 2010
CORE's ten trends for 2010CORE's ten trends for 2010
CORE's ten trends for 2010
 
Embracing Educational Disruption
Embracing Educational DisruptionEmbracing Educational Disruption
Embracing Educational Disruption
 

Plus de PlayScience

PlayScience - Families and eBooks - Digitial Book World Webcast
PlayScience - Families and eBooks - Digitial Book World WebcastPlayScience - Families and eBooks - Digitial Book World Webcast
PlayScience - Families and eBooks - Digitial Book World Webcast
PlayScience
 
PlayScience - Families and Gaming - Casual Connect Seattle 2012
PlayScience - Families and Gaming - Casual Connect Seattle  2012PlayScience - Families and Gaming - Casual Connect Seattle  2012
PlayScience - Families and Gaming - Casual Connect Seattle 2012
PlayScience
 

Plus de PlayScience (11)

PlayScience - Reframe the Game: The State and Future of Kids' Mobile Play
PlayScience - Reframe the Game: The State and Future of Kids' Mobile PlayPlayScience - Reframe the Game: The State and Future of Kids' Mobile Play
PlayScience - Reframe the Game: The State and Future of Kids' Mobile Play
 
PlayScience Forham Millenial Parents & Tech March2014
PlayScience Forham Millenial Parents & Tech March2014PlayScience Forham Millenial Parents & Tech March2014
PlayScience Forham Millenial Parents & Tech March2014
 
Playing Big Across Generations: 5 Top Tips
Playing Big Across Generations: 5 Top TipsPlaying Big Across Generations: 5 Top Tips
Playing Big Across Generations: 5 Top Tips
 
Gen Z and Cause-Related / Pro-Social Branding: 8 Rules for Playing Big
Gen Z and Cause-Related / Pro-Social Branding: 8 Rules for Playing BigGen Z and Cause-Related / Pro-Social Branding: 8 Rules for Playing Big
Gen Z and Cause-Related / Pro-Social Branding: 8 Rules for Playing Big
 
PlayScience: Media as a prompt for play
PlayScience: Media as a prompt for playPlayScience: Media as a prompt for play
PlayScience: Media as a prompt for play
 
PlayScience: 10 Predictions for the Next 10 Years of Kids' Media
PlayScience: 10 Predictions for the Next 10 Years of Kids' MediaPlayScience: 10 Predictions for the Next 10 Years of Kids' Media
PlayScience: 10 Predictions for the Next 10 Years of Kids' Media
 
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...
 
PlayScience - Families and eBooks - Digitial Book World Webcast
PlayScience - Families and eBooks - Digitial Book World WebcastPlayScience - Families and eBooks - Digitial Book World Webcast
PlayScience - Families and eBooks - Digitial Book World Webcast
 
PlayScience - Families and Gaming - Casual Connect Seattle 2012
PlayScience - Families and Gaming - Casual Connect Seattle  2012PlayScience - Families and Gaming - Casual Connect Seattle  2012
PlayScience - Families and Gaming - Casual Connect Seattle 2012
 
PlayScience INplay 2012 - PLAY Across Platforms
PlayScience INplay 2012 - PLAY Across PlatformsPlayScience INplay 2012 - PLAY Across Platforms
PlayScience INplay 2012 - PLAY Across Platforms
 
J. Alison Bryant - Navigating between academic and non-academic worlds
J. Alison Bryant - Navigating between academic and non-academic worldsJ. Alison Bryant - Navigating between academic and non-academic worlds
J. Alison Bryant - Navigating between academic and non-academic worlds
 

Dernier

The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
heathfieldcps1
 
Spellings Wk 3 English CAPS CARES Please Practise
Spellings Wk 3 English CAPS CARES Please PractiseSpellings Wk 3 English CAPS CARES Please Practise
Spellings Wk 3 English CAPS CARES Please Practise
AnaAcapella
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
ciinovamais
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
kauryashika82
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
negromaestrong
 

Dernier (20)

The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 
Spellings Wk 3 English CAPS CARES Please Practise
Spellings Wk 3 English CAPS CARES Please PractiseSpellings Wk 3 English CAPS CARES Please Practise
Spellings Wk 3 English CAPS CARES Please Practise
 
Magic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptxMagic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptx
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 
Dyslexia AI Workshop for Slideshare.pptx
Dyslexia AI Workshop for Slideshare.pptxDyslexia AI Workshop for Slideshare.pptx
Dyslexia AI Workshop for Slideshare.pptx
 
This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
Third Battle of Panipat detailed notes.pptx
Third Battle of Panipat detailed notes.pptxThird Battle of Panipat detailed notes.pptx
Third Battle of Panipat detailed notes.pptx
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptx
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 

Bridging the New Digital Divide: Innovation in Mobile Education �

  • 1. Dr. J. Alison Bryant
  • 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. 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
  • 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
  • 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. 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. There is a desire by many to learn on mobile Source: VuClip (Feb. 2013) Global Education Report Confidential 10 © 2013 PlayCollective
  • 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. 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
  • 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. Try augmented learning …or this It can mean this…. Star Walk But both are effective for mobile learning! Confidential 15 © 2013 PlayCollective
  • 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.
  • 18. 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
  • 19. Let them choose and create! And leverage their creativity for assessing their mastery. Confidential 19 © 2013 PlayCollective
  • 20. 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
  • 21.
  • 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
  • 25. Photo from Wired (Nov. 2013)
  • 26. How do we “flip?” Source: Knewton, http://www.knewton.com/flipped-classroom/. 26 Confidential © 2013 PlayCollective
  • 27. 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
  • 28.
  • 29. Kids are natural learners and explorers
  • 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?
  • 31. Use mobile to provide the resources they need to understand concepts Lectures Interactive Assessment Reference Confidential Creative Application 31 © 2013 PlayCollective
  • 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?
  • 33.
  • 34. Keep the ecosystem of learning in mind Teachers Family Students Confidential 34 © 2013 PlayCollective
  • 35. 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
  • 36.
  • 37. Help teachers manage the learning experience Confidential 37 © 2013 PlayCollective
  • 38. Provide great resources at lower cost Stage Turns your iPad into a Whiteboard Confidential 38 © 2013 PlayCollective
  • 39. Build better assessments •  Just-in-time Assessment •  Creative assessments Idea Sketch Confidential 39 © 2013 PlayCollective
  • 40. Build in “second screen” experiences •  We’re playing a lot with second screen for TV, but what about for education? Confidential 40 © 2013 PlayCollective
  • 41. 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
  • 42. 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
  • 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?"
  • 47. 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
  • 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)
  • 49. 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
  • 50. 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
  • 51. 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/