Case study: e-Learning for Kids

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Case study: e-Learning for KidsGiorgio 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

language

science

computer

environmental

health

life skills

laundry

The subjects list complements K12 education: it is also oriented to topics that are not treated in the classroom

Game example

Game example

Flow of information

Audio, video

Text

Animations

Interaction

Mouse

Keyboard

In-game navigation

In-game navigation

Glossary

Audio controls

Audio is not strictly necessary, fallback to textu

Game play movement

Back/forward to skip and repeat scenese

Pause/replay

Completion

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 addressedExperience 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 developmentmultiple domains

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