m-Learning & Education

BBC Janala is a mobile service taking part in a nine-year English language education programme to help 25 million people in Bangladesh develop their language skills. The initiative called English in Action (EIA) runs from 2008-2017 and offers a tool for better access to the world economy.

BBC Janala is multi-platform: television programmes place English at the centre of young people’s learning; a website and social networking tools create a country-wide community of learners; audio lessons and SMS services turn the mobile phone into a low-cost learning device for people previously denied the benefits of English-language education.

The BBC’s baseline survey identified 33 million mobile phone users between 15 and 45 years of age in Bangladesh today, of whom 84% want to learn English. Sixty per cent reported that they would like to try using their mobile phone to learn English.

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Tickle Tap Apps are age-appropriate educational games which preschoolers can play anywhere. Tickle Tap Apps are vetted by educational researchers and tested by kids from three to five years of age. The games are designed for assisted learning and independent play; they are easy and intuitive, with simple controls for little hands.

Tickle Tap Apps take full advantage of the iPhone platform in ways that make game play exciting. The game play is tactile, with easy-to-follow audio instructions and visual cues for non-readers.

Kids (and parents) love the spirited, original music and colourful animations featuring new friends such as Jinja the cat, Robin the bird, Harvey the dog and Fins the fish. Tickle Tap Apps encourage learning through practice and exploration, in a way that is both entertaining and rewarding.

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The Grace App for Autism helps autistic and other special needs children to communicate effectively, by building semantic sequences from relevant images to form sentences. The app can be easily customized by using picture and photo vocabulary of your choice.

The application works in real time and allows the user to select their preferences, and then rotate the device (for instance iPhone) to present a full-sized sentence to the listener – who will read it with them and respond to the request. Currently up to eight cards can be strung together in a ’sentence’; moreover, the cards are large enough on iPad to not need a full-screen view.

Grace ensures the interaction of the user with the listener, while mutual understanding of the user’s real needs helps to increase communication opportunities and build trust. The Grace iPhone app was designed by Lisa Domican, a mother of two autistic children, with the assistance of a young professional games app developer.

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Given that the penetration of broadband is poor in India, mobile phones have surfaced as a better mechanism for learning and collection of information. Drona is a mobile learning management system which provides not just an m-Learning environment, but also helps users to create their own mobile applications, as and when required.

Drona comes as a desktop-based tool with an intuitive user interface especially designed for both trainers and teachers. It allows users to author content ranging from texts to images, audio and video. Different types of courses can be created, such as learning slides, multiple choice questions, multiple response questions, true/false type assessment, surveys, and feedback.

Drona also helps to manage distribution of the apps via Bluetooth or GPRS/EDGE. Furthermore, Drona Analytics allows tracking and reporting of different parameters, with different access for administrators, managers, trainers and end-users respectively.

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حسابي

Hesabi (My Maths) can be downloaded from the apps store, then the Splash screen launches, showing the three main parts of the app along with extra settings and info views.

By choosing the first part, children see a random number printed on the screen; when they type the corresponding number, they win applause - if they miss, they are encouraged to try again. The second part of the app teaches the child to draw the number indicated on the “board.” The child can choose the colour and width of the pencil used – and even “clean” off an inaccurate drawing. The third part is the quiz part, where the child chooses one of four mathematical operations.

On completion of the quiz, users get a full report showing the number of answered questions and percentage of correct results. Hesabi lets children decide on the amount of questions and choose between Arabic and Hindi numbers.

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