Adapting Games for Offline Learning

Part 1

Accordion Content

Abstract: Pratham has been creating digital learning solutions for the last 5 years. We have been working with learners across the age group of 3 to 18+ years. Created keeping in mind diverse learners and their unique learning needs, we have a library of content catering to learners across 21 states. Foundational course for women dropouts, vocational training for youth, project based learning activities for children, games for literacy and numeracy and videos on early childhood education for mothers to support young learners – to name a few. The content, implementation ground and technology has been tested through RCTs and internal assessments. More than 300,000 learners and 1000 communities have been a part of the Hybrid Learning Lab. Their usage and learning patterns have defined the scope of the project and helped us learn from the experience. Today the states in India are grappling to create a repository of engaging resources for teachers, parents and children to facilitate remote learning. Due to our offline learning experiences, we are better prepared to offer our content and support the system in its adoption of technology.

Presenters: Annapoorni P.C., Senior Manager, and Nishant Baghel, Director of Technology Innovations

Organization: Pratham Education Foundation

Abstract: The platform requires internet connectivity for social learning (game-based learning) elements where learners can revise with each other to enhance their learning and earn rewards. We have however designed an offline based version of the app to help learners in remote areas gain access to potentially thousands of 3D science models through the USB On The Go (OTG) feature. This allows all science models to be stored on a thumb drive and plugged into the mobile device. This also shows the high innovativeness of the platform as a rural school would need an entire laboratory to be able to store a thousand science models but with Sciency all these 3D models can be accessed and projected anywhere through a single thumb drive. Students, therefore, have access to learning models on the go and at home.

Presenter: Nkosana Masuku, Founder and CEO

Organization: Phenomenon Technologies

Abstract:

Kitkit School is a child-driven, tablet-based personalized learning system, ideal for self-directed early learning in low-resource communities in developing countries. Children learn foundational literacy and numeracy skills by using high-quality learning games, books, videos, and creative tools. Our goal is to empower children around the world to identify themselves as self-confident, independent learners with a lifelong passion for learning. Kitkit School won the Global Learning XPRIZE competition. 

For the Enuma team, Kitkit School is one of its products sharing a similar game-based learning platform targeting basic literacy and math for children from preschool to 2nd grade. All of our products adhere to three principles, always keeping the experience of struggling learners top of mind.

  • Motivation. Keep children engaged and excited throughout play.
  • Success. Let children win, regardless of their ability and cognitive level.
  •  Independent play. Let children explore and enable them to play without support.

 

Presenter: Sooinn Lee, CEO

Organization: Enuma, Inc.

Abstract: The project to create an ephemeral and free educational television channel, needs an infrastructure that can include elements such as connectivity requirements (computers connected by wifi, computers connected by Ethernet, power supply, 4G antenna, fiber box optical) supply chains (PAL / SECAM format), necessary components (Ethernet cables-transparent tips).

Presenter: Boukary Bako Mamane Maitouraré, National Coordinator

Organization: Ong Kawtal

Part 2

Accordion Content

Abstract: Our project, AHA Eskwelang Pamilya (Family School) aims to reach the underprivileged children in the Philippines, from grades 1-10. Having no access to data or the internet has been the biggest factor in adapting the current model of instruction, through Facebook Messenger (a free service) from our previous after-school program. Currently on its 8th week, we have 10,000 users and have received positive feedback from the end users, other organizations (both public and private), and the Department of Education in the Philippines. Daily lessons on faith, fact-based COVID-19 information, brain games, creative writing and reading short stories delivered in simple ways enable and empower mothers to also play an active role in their child’s learning at home.

Presenter: Beena Khemani, Directress

Organization: Playworks@Home

Abstract: Edu-Toons & Edu-Games are educational solutions for primary school pupils that teach using animated class lessons and thereafter assesses actual learning by testing pupils’ knowledge of the lesson using simple computer games. Edu-Toons & Edu-Games which can come in both official and vernacular languages, target “Out of School” and displaced children who cannot attend schools due to the COVID-19 pandemic. Edu-Toons & Edu-Games accommodates the learning needs of children from poor households who cannot afford computers or online learning. While Edu-Toons & Edu-Games can be accessed via online learning platforms, they can also be accessed on television (for animated classes) and on phones (for downloading simple computer games). Edu-Games will typically be a 10 stage problem-solving games assessment. Edu-Toons & Edu-Games will make qualitative primary educational delivery ubiquitous and affordable for every primary school-aged pupil globally.

Presenter: Bidemi Nelson, CEO

Organization: Shield of Innocence Initiative

Abstract: The platform provides parents with a choice to receive content via social media channels or via text or voice message. Also, schools and community organisations can sign-up families. Kidtube thereby becomes accessible to all families – in town or in rural communities. Parents receive each day an age-appropriate message with step-by-step guidance for play based early learning activity using locally available materials. Messages also include health and educational tips. Weekly quizzes allow to monitor progress and adapt new learning content accordingly. The idea is inspired by similar successful mobile service models in the agricultural and health sector.

Presenters: Maria Zandt, Founder and Wobiandu Olivia Wokekoro, Partner

Organization: Abracadabra Creative Learning/Kidstube

Abstract: The IRC and Sesame Workshop (SW)’s Ahlan Simsim initiative aims to prepare a generation of children affected by conflict and crisis in the Syrian response region for successful futures. The program’s approach is informed by evidence-based design and an understanding that young children in crisis contexts often lack the holistic services they need to ensure healthy development. This programming is designed to ensure maximum replication and scalability over the life of the project. The components of the initiative include a brand-new, localized version of Sesame Street and in-person direct services across Iraq, Jordan, Lebanon and Syria. The direct service component of the initiative, which includes classrooms, home visiting and center-based activities, was disrupted due to restrictions related to COVID-19. In response, the IRC and SW transformed content designed for in-person delivery into messages and activities for digital dissemination through WhatsApp and social media.

Presenters: Shanna Kohn, Senior Education Manager of Humanitarian Programs at Sesame Workshop and Manar Shukri, Regional Early Childhood Development Technical Lead at IRC

Organization: IRC/Sesame Workshop

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