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Solutions in playful educational technologies for the creation of learning environments based on dialogue and fun

Overview joy street dec-2014

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Solutions in playful educational technologies for the

creation of learning environments based on

dialogue and fun

Summary of the

Opportunity

2

Conception, development and operation of playful educational platforms;

OJE Teen, OJE Basics, Plinks, Teacher-Author;

Pedagogical innovation, Learning Gamification, educational IntelligenceSchool engagement and mobilization, Social relevant

impact

Fred Vasconcelos: Joy Street CEO, pioneer in the digital games for corporate education industry in Brazil, ABRAGAMES

Vice-president;

Luciano Meira: Joy Street Innovation Coordinator, Associate Professor at UFPE, Ph.D. in Mathematical Education, 30 years

of research in learning and school education;

Diego Garcez: Joy Street Business Director, experienced in business and educational enterprising.

- In 2010, theworld market moved US$ 1,5tri, should double before 2020 (Brasscom);

- Brazil, 8º world market (in 10 years, 4º), brought in US$ 85bi in 2010, 4% of theGDP (Brasscom);

- Brazil, software and services sector brought in US$ 22,4bi in 2010 (Brasscom).

Company

Products

Advantages

Team

Market

3

Timeline 20 10

20 09

20 08

20 1 1

20 12

20 13

20 14

2007 consortium formation at Porto

Digital for the conception

of educational platform

version 1.0

technological development of the

OJE platform

OJE implementation in 20 schools in

Pernambuco

first sales OJE: 1.100 schools in

Pernambuco and 20 in Rio de Janeiro

creation of Joy Street S/A

OJE large-scale operation, version 2.0

creation and operation of the Teacher-Author Competition

partnership with the third sector

IAS Instituto Natura

Fund. Telefonica

Saraiva

IAB

Natura

offer for the development of services for third

parties

structuring of OJE

commercial channels

joint venture negotiation on

third party platforms

planning for entry on B2C

markets

Changes in education will not come with the introduction of computers into old teaching practices and anachronistic

social arrangements of the classroom. Engaging students with their studies and improving their performance requires

innovative pedagogy and new technological approaches.

5

The problem

6

In Brazil, out of all students who start Elementary School

Learning became a tiresome

and uninteresting activity.

Learning processes are still a far cry from

digital culture and youngsters’ new

languages. We need to create new ways of triggering

dialogue, fun, knowledge and friendship

in learning environments.

only 41%

finish it

27% finish

Secondary School only 14%

finish higher

education

10% present

desired competencies

in mathematics

41% 27% 14% 10%

7

Innovation and Technology

Mechanics of well-established games, with

proven engaging efficacy, themed with academic competencies

and content.

Fun

Collaboration in students’ social network, engaging ally-

teachers and creation of original learning material.

Dialogue

Gamification of learning through tournaments, missions and

challenges in the guise of casual games and quizzes.

Challenge

Plot that lends purpose and meaning to learning.

Narrative

Accumulated effect of the articulation of digital objects, with

practice for the personalization of the learning route and

monitoring of users’ actions.

Adventure

8

Products

9

OJE is a big adventure in which students

face CHALLENGES that improve their

performance and commitment in school

Minigames

Digital games themed with curiculum content, that

use the fun and engaging mechanics of classic

videogames

Textual challenges that use Wikipedia to

stimulate reading and competent information

pursuit.

Original questions inspired by the matrix of

competencies of the Exame Nacional do

Ensino Médio (ENEM) [the national

comprehensive testing system].

Enigmas OJE Links

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The Olympics

Qualified visits to the schools, focusing

on enrolment and effective commitment

of students, teachers and managers to

OJE.

Operation and Mobilisation

Monitoring student actions on the platform

and in situ research focused on constantly

improving user experience and on impact

assessment of OJE in the school life of

students and teachers.

Monitoring Actions

Organising and conducting live events,

including the grand final with distribution

of prizes to the winning teams.

Events

1

1

PLINKS is a playful learning platform that involves students and

teachers in the transition from Elementary School I to Elementary

School II

1

2

Objective Designed to develop literacy and numbering skills and abilities of students from the 4th to the 7th

year of Elementary School.

Enigmas Bookgame Plinkspath

Partners

1

3

The Authorship Competitions aim to

encourage the professional development of

teachers, by encouraging the production of

multimedia courseware.

1

4

The Competition

topics from the curriculum of elementary

and secondary education.

Content

Online platform to manage the

content submission and selection

process.

Online

Editorial curation methodology

and evaluation of submitted

content.

Assessment

1

5

Mobile Educational

Apps

Store focused on solving complex problems for the development of specific skills and learning content of the

Elementary School curriculum, using own innovative pedagogical architecture: the Bit Pedagogy.

The apps have two important features:

Usage of smartphone sensors and other built-in equipment, such as microphone, camera,

accelerometer, barometer, GPS, etc;

Proximity to familiar and pre-existing products, such as weather and group chat apps.

Our vision allows room for physical products in the form of analog (such as board games and collectibles)

and digital artefacts specific to the Internet of Things (in the guise of wearables).

1

6

Mobile Educational

Apps

Users can be geolocated through app usage and then create

Learning Condos: face-to-face meetings of learners for the

collaborative resolution of problems / challenges posed in the

store.

In the future, we can certify tutors that support the Learning Condo

studies in situ, creating the Joy School.

Human Tutors

Support

Collaborative resolution

of problems

Geolocated

Users

Apps

1

7

Automatic Monitoring

Automatic monitoring of student and teacher activities provides public managers with relevant information about the commitment to and

performance of the network. Excellent tool for data analysis due to the high correlation between the iOJE index and schools’ results in

IDEB.

1

8

Benefits

The Olympics encourage the use of

the school lab. The Olympics encourage the student to

study.

The Olympics is being used in

the classroom.

33% started using

more the computer

lab at school

32% claim to be doing more

research for school content

in books and the internet

65% declare to

strive more in

school activities

60% use the content

of our enigmas in

the classroom

33% 32% 65% 60%

1

9

Economics of the business: OJE and beyond

Activation • Gamified challenges

• Collaboration with colleagues

• Integration with teachers

Acquisition Contracts with big networks

Specialized media

Presence in events

Directed lectures

Integrated Social Networks

Innovation Awards

Retention Periodic tournaments

Annual competition

Gamified learning

Network membership

Awards

Local educational service

Monetization • B2G through sales associates channels:

license sale + custom operation

• Partnership with the third sector:

Investment in state assets towards the

building of an audience

• Platform Development for third parties:

Revenue share

• Innovative product for B2C market

Traction

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Market

The market in which Joy Street operates is characterised by the

convergence of other historically well demarcated markets.

The first of these markets is textbooks, which moved, in Brazil, around

R$2.6 billion in 2011.

The second market is the Open & Distance Learning (ODL), with a R$ 2.2

billion turnover in 2010.

The third market, digital games, hit revenues of approximately R$ 5.2 billion

reais and 73 million daily hours of commitment in 2012.

The fourth market, education systems, includes courseware content, online

tools for teaching and school management and administration, among other

things. Data shows revenues of approximately R$ 1.2 billion in 2011.

11,2B

i

2.2Bi 2.6Bi

1.2B

i 5.2Bi

ODL Textbooks

Learning

Systems

Digital

Games

2

1

Partners and Clients

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Value curve

Mobile

presence

Managerial

content

Alignment

with curriculum

Educational

intelligence

Mobilisation and

commitment

Pedagogical

innovation

Playfulness and

Gamification

Joy Street

Gamified Platforms (Geek)

Video-lesson channels (Khan)

Educational Apps (Duolingo)

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Ecosystem

Joy Street Innovation Coordinator, Associate

Professor at UFPE, Ph.D. in Mathematical

Education, 30 years of research in learning and

school education;

Joy Street CEO, pioneer in the digital games for

corporate education industry in Brazil,

ABRAGAMES Vice-president;

Joy Street Business Director, experienced in

business and educational enterprising;

Associate Joy Street Researcher and

Associate Professor at UFPE. Ph.D. in

Computer Science;

Joy Street Advisor and Tenured

Professor at UFPE; Joy Street Advisor and Associate

Professor at UFPE. C.E.S.A.R.

Superintendent;

Joy Street Advisor and Senior

Strategist at Porto Marinho.

The team is composed of experts in Education, Design, Game Design, Art,

Communication and Computing. In total, there are 30 direct employees, of whom

about 30% are either Ph. D.’s or have a master’s degree. During the operation of

specific projects, the number of employees can reach 90, as seen in some versions

of Authoring Competitions.

Luciano Meira Fred Vasconcelos Diego Garcez

André Neves Silvio Meira Sérgio Cavalcante Claudio Marinho

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Awards

Advantages - resident team of educators, with direct participation in all creation processes

- own design thinking method for education

- association with abragames – Brazilian association of electronic games’ developers

- company accelerated by endeavor and artemisia

- significant presence in the digital port/PE ecosystem

- educational innovation case indicated by OEI (Organization of Ibero-American States)

and UKTI (united kingdom trade & investiment)

CEO

[email protected]

Innovation Coordinator

[email protected]

Business Director

[email protected]

Luciano Meira Fred Vasconcelos Diego Garcez

Rua da Guia, nº 142 - Sala 108 - Bairro do Recife, Recife, PE - 50030-200

55 81 3224.0234 | 55 81 3224.0548

[email protected]