Catalyzing the Ecosystem Around Mobile Learning for Development
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This presentation by Matthew Kam, Assistant Professor at Carnegie Mellon University, explores innovative strategies for mobile learning (mLearning) in developing regions. It showcases lessons from projects like MILLEE, which integrate mobile and immersive learning to enhance literacy. The Human Development Lab focuses on how people learn under challenging conditions, emphasizing the importance of culturally relevant educational game design. By collaborating with international partners, the initiative aims to bridge educational gaps and empower underserved communities through technology.
Catalyzing the Ecosystem Around Mobile Learning for Development
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Presentation Transcript
Catalyzing the Ecosystem Around Mobile Learning for Development Matthew Kam Assistant Professor Carnegie Mellon University Human-Computer Interaction Institute December 9, 2010 (USAID)
Outline • Human Development Lab @ Carnegie Mellon • Lessons from MILLEE • Mobile and Immersive Learning for Literacy in Emerging Economies • mLearning: A Platform for Educational Opportunities at the Base of the Pyramid. Report by GSMA Development Fund, November 2010. (Foreword by Queen Rania al Abdullah of Jordan) • Hands-on demo
Human Development Lab @ CMU • Research how people learn under “developing regions” conditions • Differences due to exposure to print, formal schooling, etc. • Educational games on low-cost devices, literacy andsecond language learning, women’s empowerment • Multidisciplinary research group • Computer science • Human-computer interaction • Reading literacy • Second language acquisition • Speech and language technologies • Videogame design
International Collaborators Sesame Workshop Chinese Academy of Sciences • Current and previous funders: • MacArthur Foundation • Microsoft • National Science Foundation • Nokia • Qualcomm • Verizon ASSET India Foundation Byrraju Foundation Dhirubhai Ambani Institute of ICT IIIT Hyderabad Naandi Foundation Suraksha University of Nairobi
Selected Media Appearances • Cell Phone: The Ring Heard Around the World.In Canadian Broadcasting Corporation television documentary, aired on April 3 and June 5, 2008.http://www.cbc.ca/doczone/cellphones/india.html • India’s Cell Phone Tutors.In ABC News, aired on June 16, 2009.http://abcnews.go.com/video/playerIndex?id=7854956 • Angrezi, the Phoney Way. In Times of India, December 5, 2009. • In Rural India, Learning English via Cellphone. In The Chronicle of Higher Education, October 21, 2009.
Opportunities (GSMA Report) • Learning on the go • Complementary • Inclusive * % of total time spent at a particular location
Semester-Length Pilots [in IEEE/ACM ICTD 2009, ACM CHI 2010 – Best Paper Honorable Mention] • Spring 2008 • Classroom pilot • Post-test improvements on spelling (p = 0.007, σ = 3.3) • Spring 2009 • Out-of-school pilot • On average, participants covered 46 new words over 16 weeks without adult supervision
Lesson #1 • The educational model is part of the last-mile
Instructional Design Methodology [in ACM CHI 2007] • Combined theory and practice • Theory: applied latest education research on second language acquisition and reading literacy acquisition • Practice: reviewed >35 commercial language learning applications • Avoid reinventing the wheel by reusing best practices in existing applications as starting point to inform instructional design
Lesson #2 • Formative testing becomes even more crucial when designing for new cultural contexts • More than 3 rounds per design
Videogame Design Methodology[in ACM CHI 2009 – Best Paper Honorable Mention] • Initial game designs non-intuitive to rural children • Initial game designs contained Western biases, did not match rural children’s understanding about games • Studied 28 traditional Indian village games • Analyzed how these 28 games differed from contemporary Western videogames • Took these differences into account in subsequent game designs versus
Analysis: Differences in Games • Identified 37 non-trivial differences • Difficulty based on sub-goals • Resource management • Skill acquisition • Score keeping • Rituals associated with space • Inter-team interactions
Lesson 3 • Intervention design is equally, if not more, important than intervention evaluation
Bridge Curriculum • Average rural child lags three years behind urban, middle-class counterpart • Bridge curriculum aims to address this gap • Targets literacy competencies that are prerequisites for advanced literacy skills, based on Chall’s stages of reading development (1983) • Differs from commercial software for early literacy • Has to consider foundational skills e.g. “concept of print” that children with good access to schools already have • MILLEE content is based on this bridge curriculum
Competencies in Bridge Curriculum • Currently target these early literacy skills (Chall, 1984) • Phonological + orthographic awareness • Oral vocabulary knowledge • Phonetic decoding • Word identification (including fluency) • Spelling • Lexical inferencing • Morphological awareness • Sentence-level reading comprehension • 65% of core bridge curriculum is applicable to any community worldwide, 35% needs local adaptation 100 lesson plans for 100 school days (i.e. one entire academic year) *competencies in red have been completed, competencies in black are those we are fund-raising to complete
Lesson #4 • mLearning is still about curriculum development and content development, not just application development
Challenges (GSMA Report) • “The educationists, academics and researchers have a greater understanding on what mLearning methods are most effective, but not necessarily the experience to transform them into sustainable or commercial projects” • Economic sustainability • Role of different parties in ecosystem • Scalability vs. locally relevant content • Evidence for learning benefits • Compare with traditional methods, but have to take curriculum into account • What are the educational models?
Demo MILLEE ESL Literacy Mobile Games Phonological awareness (specifically, auditory discrimination) Orthographic awareness (specifically, letter-sound correspondence) Oral vocabulary knowledge Word reading and identification fluency
Needs and Problem Statement • Fluency in “power language”e.g. English • Public schools in developingregions (e.g. India) are not succeeding • 101 million primary school-age children do not attend school • 36 million in South-Asia • 39 million in Sub-Saharan Africa
Solution Overview • Cellphones can make education more accessible through out-of-school environments • User can learn anytime, anywhere without disrupting work • Game-like exercises for enjoyable learning experience
Project Timeline • 10 rounds of fieldwork, >12 months total in India • Human-centered design process with 100 children Needs assessment (village + slums) Exploratory study (village) Exploratory study (slums) Feasibility study (slums) Feasibility study (village) Classroom study Out-of-school study More iterations + testing Controlled study 2004 2005 2006 2007 2008 2009 2010
Improving Gender Equality • 70% of 130 million out-of-school youth are girls (United Nations Foundation) • 5-stage model of women empowerment • Based on 15-week field research in India • Interviewed 47 staff from non-government organizations (each NGO impacts ~500 poor women) • Interviewed 35 low-income rural and urban slums women • Obtained stakeholder input on 7 proof-of-concept prototypes
Scaling Up in India and Beyond • Develop commercial-quality literacy learning games for widespread deployment • Partnership development with • Cellphone manufacturers • Wireless carriers • Third-party content developers • Education service providers , including government • Non-government organizations