Showing posts with label Educational Games/Apps. Show all posts
Showing posts with label Educational Games/Apps. Show all posts

07 February 2014

Real Learning gains with iPads in Primary School

Photo from the onebillion project.
Three cheers for the onebillion project and EuroTalk Software whose carefully crafted math programs for students in Malawi  have shown to triple math knowledge in 8 weeks compared to standard practice.  Attention to instructional and interface design tailored to local needs has no doubt played a critical role.  The University of Nottingham's Randomized Controlled Trial is a useful example of a thorough evaluation process for eLearning.

I asked the project team how they charge the iPads which can, of course, be a prohibitive issue for many without reliable sources of electricity.  For the test school, they created a charging station for 25 tablets in the one office with electricity. Now they're setting up solar charging stations with panels on the roof which will have the capacity to charge 25 iPads overnight.  Where there's a will and creativity, there's a way.

The onebillion project has created math learning apps available in many different languages including an English language 3-5 maths app.

Read more about the program and the onebillion project.



09 May 2013

Gaming for science

Supporting cancer research is undoubtedly important, but playing computer puzzle games is undoubtedly more fun.  The makers of Foldit have literally managed to combine the two by building a game around the problem of deciphering protein structures, and then letting this scientific challenge loose on the world.

Fold-It takes crowdsourcing and educational gaming up a serious notch. Not only do budding scientists (or the armchair variety like myself) get to learn about what it takes to fold a protein, they get to be part of serious research and discovery.  In fact, it has already worked.

In 2011, FoldIt players deciphered the crystal structure of the Mason-Pfizer monkey virus, marking the game's first major scientific discovery.  Overtime, players could conceivably make discoveries that contribute to treatments for AIDS, Alzheimer's, or to better biofuels.  No, mom, I really am saving the world.

Foldit is just one of many interesting jewels spawned at the University of Washington's Centre for Game Science, which "focuses on solving hard problems facing humanity today in a game based environment".  Now, that's what I'm talkin' about. They do this, primarily, by combining what computers do best with what humans do best (creative puzzle solving, for example, which is leveraged en masse with Foldit).   So go play their other games.  No guilt required.


16 April 2013

The PBS Kids Lab

Best part of the job?  Playing educational games.
Take an online field trip to the the PBS Kids Lab on your lunch break today.   It's a great place to check out new developments in educational online games and mobile apps created by the long-time leaders in children's educational entertainment.

Get physical, situated and embodied with some of their delightfully web and mobile camera enabled experiments in augmented and virtual reality gaming for kids.  This big kid, for one, had a blast.

22 February 2013

Graceful interface scaffolding - Learning from Letter School

Letter School, an app by Dutch game maker, Boreaal, is one of the several apps on the market created to leverage touch-screen advantages for supporting preschoolers in learning to make letter shapes.  Like the others, kids use their finger to trace and write letters of the alphabet.  

The animations and sounds in Letter School are delightful, but what I found especially notable was the app's excellent design for gracefully fading scaffodling (akin to seemless contextual help)...   

02 February 2013

ELearning for Healthy Minds

A growing number of learning programs dedicated to psychological wellbeing are finding their way into schools and workplaces across the globe.  This is probably due, in part, to the concern over technology-induced stress and mounting scientific support for the value of practices like mindfulness and meditation.

This new type of education has begun to manifest digitally in the form of mobile and web programs like MoodGym and the Mindfulness app.  Wellbeing programs, including the myriad that target physical health, often leverage personal analytics and visualizations to support reflection.

The recently launched, Smiling Mind, boasts an elegant, welcoming, and cleverly all-ages appropriate interface design.  This program of "modern meditation for young people" is sponsored by non-profit organizations like the Inspire Foundation, leaders in psychology interventions for young people.   It's entirely free, so why not try it on for size, or share it with someone in your family.

Technology designed to support wellbeing (which certainly isn't always a learning program) is referred to collectively as Positive Computing.  You can find out more about the field at PositiveComputing.org.

29 October 2012

TocaDoctor - An Irresistible Ed App Interface

Toca Doctor is so gorgeous I had to blog it.  With its retro chic style, adults are transported while kids have the bright aquas, pinks and yellows to guide them through a collection of quirky doctor puzzles.  Move the germ through the brain maze and out of the nose, pull the thorns from a sore foot, or mop up and bandage an abrasion.  Instructions are clear, and function without words.  this app is delightful to use and is also a lovely example of how a restrained but vibrant color palette can be used effectively, even for kids.

24 October 2012

The Institute for the Future

If you haven't already, head to the Institute for the Future (IFTF). Their site abounds with projects and infographics of interest to eLearning Interface Designers.

For example, they have a project on The Magic of KidsTech which shares insights on unique applications of technology, such as mobile apps, for kids learning, health and wellbeing.

Reknowned game designer Jane McGonigal is an affiliate, and she explores how games can be designed to foster profound experiences that change people and improve the world (see Evoke)

The IFTF also has a project on the Future of Learning.
Check it out.

22 October 2012

Educational Apps connect learners with scientists

Educational apps can connect students with science and scientists with students in remarkable new ways.

Take Project Noah with its stunning interface and jaw-droppingly beautiful photos taken by volunteer nature spotters across the globe. This web community gives learners of all ages a unique  networked learning opportunity: Learn about animals and plants while you contribute to scientific research.

Learners scout their yards, parks or forests for animals and plant species, snapping photos on their smart phones along the way.  These spottings become part of a collected knowledge base on the location and movement of species that is invaluable to ongoing research.  You can even contribute to specific missions, like the international spider survey or the global schoolyard bio-blitz.  iSpot (sponsored by the UK Open University) provides the same opportunity with a focus on UK regional wildlife.

Crowdsourcing at its best, nature spotting is great for learners and scientists alike, but scientists are also giving data back to the crowd.

Stanford scientists publish their shark tracking data through the "Shark Net" app so that learners can indulge their passion for predators of the deep by tracking real sharks live on their iPads.  You can also read about their bios (the sharks, not the scientists), and manipulate 3D models of great whites like "Tip Fin" and "Mr Burns" while checking their stats.  It's like interactive baseball cards for ocean lovers.

The app is delightfully free, but they welcome you to contribute to shark research by pledging an app-sized donation which unlocks an extra shark: "Scar Girl".  How clever are these guys?

But don't take it from me, Asia who's 9 says "When I grow up, I want to be a shark scientist because white sharks rock!"  She posted that message onto Tip Fin's profile.

Two inspiring examples of creative digital learning experiences with excellent e-learning interfaces to seal the deal.

15 October 2012

EdTech for kids - the tablet explosion

The LeapFrog LeapPad 2
 Apparently IT parents had to wrestle for their iPads one too many times, because the world is suddenly a fireworks display of tablets and digital devices for children, customized to be safer, cheaper and more educational than the parent version.  New learning devices open up opportunities for new learning apps and interfaces, and thus more exciting work for elearning interface designers.

Electronic toy manufacturers like LeapFrog and VTech offer dedicated learning tablets.  The LeapPad and InnoTab (now each in their second release) look and act just like real tablets, complete with dual-facing cameras and wifi connections. However (and I'm not suggesting this is a problem) they're limited to playing educational apps produced by the vendor (no Angry Birds!).  These devices are geared towards younger kids (ages 3-9) and at under $100, provide an option for parents who wish all that screen-time was doing some good.  

LeapFrog also makes the LeapsterGS, a handheld gaming device, like the Nintendo DS (aka. kid-mesmerizer) but again, this one runs educational games that you can download from the LeapFrog store or purchase as cartridges.  I can almost hear the millenial moms mumble... "He's been on that thing for 7 days straight, shouldn't we put it away?  Oh no, it's educational."

Welcome to kids computing

Once it's no longer cool to have a tablet with rubber corners or a princess theme, kids in the modern world can graduate from learning tablets to Android-based kids tablets.  Again, these are designed to be both cheaper and safer than a standard adult tablet and they are pre-loaded with access to learning apps, kid-safe music stores, and stuff pre-teens like.  

The Nabi Kid's tablet.
These tablets, like the Nabi and Meep!, retail at between $120 and $200 and rather than being tied to a particular vendor, have access to the range of Android apps available,  Angry Birds included. 

 Here's hoping the growth in kids computing will support a surge of interest, creativity and research into the design of effective learning interfaces.  

Of course more complex devices with short life-spans add to plastic and electronic waste, suck up finite resources and potentially decrease face-to-face interaction and physical play.  Nothing comes free.

At the same time, I think of the unique opportunities these devices may afford to children with disabilities.  The iPad and similar tablets have already proved to be life-changing assistive technology for kids with autism and other disabilities.  Tools like Nabi and Meep, which reshape the iPad experience into one that is more kid-appropriate and affordable, could prove to be transformative.  

Are there any kid tablets in your house?  
Are they an e-learning miracle or just more e-waste? I would love to hear your thoughts...




12 July 2012

The world is your controller

Ever fantasized about dumping your keyboard and controlling your computer with play dough or fresh fruit?    Well maybe not yet, but MIT Media Lab is making nerd-dreams come true with the soon to be released "Makey Makey".  It's a freakishly cool device that allows you to plug nearly anything that can conduct even small amounts of electricity (ie. potato) into your computer and use it as a controller.  No for real.

At a mere 40 bucks a pop, every designer can have one of their own to take plugging away wildly into the artifacts of their lives (pets not recommended) for a taste of some pretty impressively embedded computing.

Joking aside, I can't think of a better prototyping tool for handheld control devices.  You can mold that clay on the spot, try it again, adjust for ergonomics and continue your game of pong.  Moreover, what an incredible way for kids of all ages to engage in learning.  Thanks for capturing our playful imaginations, Media Lab.  

24 February 2012

4 principles for the design of game interfaces

The latest issue of User Experience Magazine features a gem of an article for those looking for a very brief intro into basic heuristics for game design.  "Designing Game-Based Tools for Youth" By Sarah Chu and Constance Steinkuehler reveals findings from their research into the UX of the massively popular and massively multiplayer game, World of War Craft.   Their conclusions...

03 February 2012

Online games for behavioural intervention

Jennifer Wilson, Director of The Project Factory gave a riveting presentation about the use of games for learning, behavioural intervention, and health at the University of Sydney last week.  Melinda Lewis kindly published the juicy menu of interactive examples that Wilson cited during her speech.

For example, Luminosity is a popular game-based brain trainer that promises to improve your memory and ability to learn (or as you might call it, an adventure in neuroplasticity).  You can also learn how to lower your own blood pressure with Deepak Chopra's meditation and physiological feedback system via WildDivine.  Check out the full list for an exploration into the state of the art in this blossoming area of e-health.

02 August 2011

"Do Lecture" - Games as teachers

See Alice Taylor, Channel 4 Education Commissioner discuss "How games can become teachers".

This lecture is part of the "Do Lectures" series which is kind of like the TED lectures gone camping.

Their beautifully art directed website explains: "Ideas + Energy = Change" and hosts talks from activists, designers and technologists the likes of Tim Berners-Lee.

01 July 2011

Clark Quinn on Educational Games

Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals)
Clark Quinn, author of Engaging Learning: designing e-learning simulation games recently gave a masterclass in Sydney.  He introduced categories of educational games, how they differ from scenarios and simulations, and made suggestions for how they can best be used for learning.

Although the information he shared is primarily for instructional designers of elearning, rather than for interface designers, the inevitable overlap meant there was much to be gained for an elearning visual designer like me.  Here is a taste of some of his key points...

12 June 2011

Educational game for a healthier world

Health Month is a fabulous game that leverages online social behaviour and technology to turn healthy living from a chore into a pastime.  "Live healthier, for fun!" is the tagline and the whimsical and clean website lives up to the promise.  If this game gets "eating your greens" trending or causes tofu to go viral, I'll buy a cow for my backyard.  Health Month is the Brainchild of Buster Benson who's off the wall approach to the visual representation of information is also worth checking out.

13 November 2009

Online Educational Games

Online games for kids that teach skills in math, science and language arts are available for free at arcademicskillbuilders.com. This University of Kansas based initiative also features a plethora of other online teacher resources via 4Teachers.org (just check out the drop down at the top right of the screen). Kudos to the folks at ALTEC, U. of Kansas.