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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
Browsing the website:
     homepage
Browsing the website:
        homepage
• Starts with customization
  – Access to the various thematic channels
  – Selection of the student's grade
• Leads to filtered lists
Browsing the website:
     games list
Browsing the website:
        games list
• Topics            The subjects list
  – math            complements
  – language        K12 education: it
  – science         is also oriented
  – computer        to topics that are
  – environmental   not treated in
  – health          the classroom
  – life skills
  – laundry
Browsing the website:
   game example
Browsing the website:
      game example
• Flow of information in multiple
  channels
  – Audio, video
  – Text
  – Animations
• Interaction with standard devices
  – Mouse
  – Keyboard
Browsing the website: in-
    game navigation
Browsing the website: in-
     game navigation
• Glossary
• Audio controls
  – Audio is not strictly necessary, fallback
    to text
• Game play movement
  – Back/forward to skip and repeat scenes
  – Pause/replay
Browsing the website:
    completion
Browsing the website:
       completion
• Game completion certificate
  – Reward for the student
  – Printable or exportable
  – Customizable with the student's name
• Does not tie-in with other games or
  the rest of the platform
  – Lack of integration between games
Strengths & weaknesses
• Cost model
 – One-time production of content, little
   maintenance
 – Freely available, redistributable for
   royalties
• Lack of integration between games
  should be addressed
 – Experience ends with each game
 – Children are not tracked between
   sessions
Conclusions & take-aways
• Game-based interactions are
  attractive for children
• Multiple units (e.g. games) allow to
  parallelize development
  – multiple domains: science, math,
    literature...

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E learning for kids

  • 1. Case study: e-Learning for Kids Giorgio Sironi (Nest Group)
  • 2. 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)
  • 3. 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
  • 5. Browsing the website: homepage • Starts with customization – Access to the various thematic channels – Selection of the student's grade • Leads to filtered lists
  • 7. Browsing the website: games list • Topics The subjects list – math complements – language K12 education: it – science is also oriented – computer to topics that are – environmental not treated in – health the classroom – life skills – laundry
  • 8. Browsing the website: game example
  • 9. Browsing the website: game example • Flow of information in multiple channels – Audio, video – Text – Animations • Interaction with standard devices – Mouse – Keyboard
  • 10. Browsing the website: in- game navigation
  • 11. Browsing the website: in- game navigation • Glossary • Audio controls – Audio is not strictly necessary, fallback to text • Game play movement – Back/forward to skip and repeat scenes – Pause/replay
  • 12. Browsing the website: completion
  • 13. Browsing the website: completion • Game completion certificate – Reward for the student – Printable or exportable – Customizable with the student's name • Does not tie-in with other games or the rest of the platform – Lack of integration between games
  • 14. Strengths & weaknesses • Cost model – One-time production of content, little maintenance – Freely available, redistributable for royalties • Lack of integration between games should be addressed – Experience ends with each game – Children are not tracked between sessions
  • 15. Conclusions & take-aways • Game-based interactions are attractive for children • Multiple units (e.g. games) allow to parallelize development – multiple domains: science, math, literature...