The 'Play n' learn' study harnessed Galli Galli Sim Sim games and study tools to explore the benefits and limitations of 3G enabled devices as a new educational content delivery system.
In the first phase of the intervention, smartphones were provided to children aged six to eight in Delhi with pre-loaded content in the form of packaged games. In the second phase , the same set of games in tablets were given to children (Grade 1, 2 and 3) in schools of South Delhi Municipal Corporation (SDMC) and 400 children of 50 schools in two districts of Bihar. In addition, it also looked at a wider reach of distribution through Google Play. In the third phase of the intervention, a bank of additional games were developed for the android platform.
The community study was based in Delhi, using a control group and a pre-test/post-test design. The baseline sample included 42 children from a marginalised community in the capital which received the GGSS games/tools and 56 children from a similar community who did not.
The School study included 4 schools as part of the treatment group, and two schools which did not receive the GGSS study material. There were 221 students in the treatment baseline sample and 181 in that of the control group.
http://www.business-standard.com/article/specials/digital-technology-can-boost-education-in-rural-india-study-115082400579_1.html
In the first phase of the intervention, smartphones were provided to children aged six to eight in Delhi with pre-loaded content in the form of packaged games. In the second phase , the same set of games in tablets were given to children (Grade 1, 2 and 3) in schools of South Delhi Municipal Corporation (SDMC) and 400 children of 50 schools in two districts of Bihar. In addition, it also looked at a wider reach of distribution through Google Play. In the third phase of the intervention, a bank of additional games were developed for the android platform.
The community study was based in Delhi, using a control group and a pre-test/post-test design. The baseline sample included 42 children from a marginalised community in the capital which received the GGSS games/tools and 56 children from a similar community who did not.
The School study included 4 schools as part of the treatment group, and two schools which did not receive the GGSS study material. There were 221 students in the treatment baseline sample and 181 in that of the control group.
http://www.business-standard.com/article/specials/digital-technology-can-boost-education-in-rural-india-study-115082400579_1.html
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Really Great News
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