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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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